Qing Xiao, Ruiwei Xiao, Hanqi Jane Li, Phenyo Phemelo Moletsane, Xinying Hou, John Stamper, Hong Shen
Generative AI (GenAI) is entering K-12 classrooms, but its default culture does not always fit local teaching. Existing accounts either treat this misfit as macro-level structural bias or examine it through single-case studies; neither captures how much work teachers must do to make outputs usable across tasks. This exploratory, theory-building qualitative study introduces cultural distance, the gap between GenAI's default cultural repertoire and the situated demands of teachers' practice. Through interviews with 30 K-12 teachers who frequently use GenAI, 10 each from South Africa, Taiwan, and the United States, we identified three levels defined by the effort teachers invested and whether it yielded a usable output: low (minor edits), mid (sustained prompting and revision), and high (structural gaps rooted in unsupported languages, undigitized knowledge, or policy filters that no teacher effort can close). We present cultural distance as a promising framework requiring further examination and draw implications for designers, policymakers, and educators.
Kianté Fernandez, Caitlin Chen, Jialu Zhou, Bartek Sadowski, Anthony C. Miceli, Ian Krajbich
Claims about the cognitive capabilities of large language models are typically tested by translating behavioral paradigms into text prompts, bypassing the visual interfaces and time pressure through which human participants actually engage with experiments. At the same time, AI agents can now complete online behavioral tasks and produce human-like data, which raises concerns that online datasets in the social and behavioral sciences are increasingly open to contamination. We introduce CogArena, a benchmark of ten experimental paradigms from the social and behavioral sciences. Agents complete the experiments through a standard web browser, working with the same visual stimuli and response interfaces that online participants use. A three-level scoring procedure evaluates whether the agent completed the task, how accurately it performed, and whether its data show the behavioral signatures each paradigm reliably produces in people. Across four multimodal models, each run ten times per task, we find that finishing an experiment and reproducing its signatures are different things. Many sessions did not finish, and those that did reproduced some signatures reliably and others not at all. CogArena provides the tasks, scoring code, and a public leaderboard for new submissions.
Attack logs and red-team reports show targets the attacks used against them, to help them repair their defenses. Prompt injections against large language models (LLMs) are plain text, so such records also hand targets a working copy. Drawing on social learning theory and work on the victim-offender overlap, we study what targets do with that copy in Tensor Trust, an online game whose players defended LLM-guarded accounts, attacked one another's, and could read every attack they received. Using all 563,349 attack records, we compare each received attack with matched attacks that circulated among similar players at the same moment but never reached the target. Reuse mainly followed success: within a week, targets attacked other players with 10.0% of the attacks that had broken their defense, versus 0.03% of matched attacks (adjusted difference: 8.8-10.0 percentage points). Near-misses, whose replies began with "access granted" but that scored as failures, were reused about as rarely as failures: reuse tracked whether an attack paid off, not how its reply read, consistent with payoff-biased social learning. Breaches were also followed by defense changes, after which same-family attacks became 24.5 percentage points less successful against the target, relative to other defenders. Reuse came mainly from players already attacking, not newcomers. Previously received texts accounted for 23.2% of the successful hijacks we analyze. The attack history thus served both repair and reuse; we derive testable hypotheses for how AI security tools should disclose attacks, such as describing the technique without the full text.
Generative AI can produce code, tests, documentation, and technical explanations that resemble artefacts traditionally used as evidence of student competence, weakening the inference from artefact quality to the engineering capability behind it. We report the redesign and first deployment of a 13-week, AI-permissive, software-intensive engineering course in which students may delegate substantial work to AI while retaining responsibility for planning, verification, review, integration, and explanation. The redesign couples an engineering accountability workflow, which structures human-AI work and preserves human decision authority, with an assessment evidence architecture comprising six complementary channels: product, process/origin, verification, explanation, reflection, and individual assurance. A collect--cross-check--escalate (CCE) reasoning logic connects these channels rather than treating any single artefact or trace as sufficient evidence of competence. By the end of Week 11, the deployment involved 87 students organised into 17 teams, with 957 individual weekly Git repositories and 34 group-project Git repositories supporting repeated assessment and engineering activity. The first deployment yielded four practical lessons: AI assistance changes where rubric criteria carry evidential weight; multiple evidence channels require deliberate cross-checking and meaningful complementarity; the evidential strength realised in practice may differ from that intended in the assessment design; and automation scales evidence collection more readily than interpretation. The contribution is a conceptually grounded, deployed design for making engineering responsibility and competence more visible when AI can perform substantial artefact production.
Large language models are known to be sycophantic, over-complying with users even when doing so is unproductive. When these models act as coding agents, this can be costly: an agent that keeps editing after no edit improves the code writes churn, technical debt, and review burden into the codebase. Yet the consequences of sycophancy in software engineering remain largely understudied. To understand them, we run a controlled study of iterative refactoring, an open-ended task with no stopping criterion, where any edit an agent makes once the code is already clean reflects compliance rather than improvement. Across algorithmic (n=50) and object-oriented (n=10) suites, we repeatedly ask two widely used agents, Codex and Claude Code, to refactor further across five models. Over 3,000 turns, we define six behavioral signals of over-compliance. We hypothesized that a capable agent would stop once it recognized an optimized codebase; none did. Every model kept editing, rewriting up to 31x the original codebase before first stopping and resuming edits even after declaring the task complete. Over-compliance is a costly, multi-turn behavior that compounds with every turn, and our six signals give developers and tool builders a way to detect and curb it.
Early AI programs were often also theories of how people think, and programs that wrote programs were, in part, theories of how people program. Here we report on the reanimation of two such programs that offer two seemingly different theories of programming and were developed for quite different purposes. The first, Herbert Simon's Heuristic Compiler (1961), was an experimental model of programming as problem-solving, applying the means-ends analysis methods of the General Problem Solver to investigate the nature of the programming task. The second, KBEmacs (1984), was a working prototype of an intelligent programming assistant developed by MIT's Programmer's Apprentice project, built on the view that expert programmers recognize and combine familiar patterns, or "cliches." It let a programmer build up programs by combining cliches through a stylized English command language. We approach both through the methodology of Executable Archaeology, the study of historical computational systems by running their original code, a process we call "reanimation." Our reanimation of the Heuristic Compiler reproduces the compiled code appearing in Simon's 1963 paper, and our reanimation of KBEmacs reproduces the SQRT sequence of its December 1984 self-test. Examined side by side, the two theories turn out to have much in common: the Heuristic Compiler also works by adapting existing routines, and Simon later argued that search alone requires a large body of programming knowledge. To highlight the reflexivity of this project, we deliberately used a modern AI-assisted programming tool, Anthropic's Claude Code (Opus 5.5), to carry out much of the detailed reanimation work, building on a significant base of existing software. The explicit, executable theories of programming that both systems embodied are largely absent from today's far more capable AI coding assistants.
As conversational AI systems become a larger part of the media landscape, they raise questions about whose interests they serve and the risks they may pose to users. These systems do more than provide information: they increasingly offer advice and companionship through interfaces that can appear supportive and socially responsive. A pressing concern is that users may form perceived social relationships with these systems and place relational trust in them, even when the interests shaping interactions do not fully align with their own. The Fake Friend Dilemma (FFD) describes the problem that follows: the same relational trust that makes conversational AI useful can also leave users open to manipulation and exploitation when institutional interests conflict with their own. Drawing on work on relational trust, AI alignment, extractive design, and the political economy of communication, the paper considers how the FFD can manifest through product sales, propaganda and biased information, surveillance, and behavioral nudging. It also considers possible structural and technical mitigation strategies. The FFD is not simply about AI misleading users. The problem it surfaces is that the trust people place in these systems can itself become a resource for institutional actors seeking to influence behavior or extract information. The FFD is therefore as much a problem of media governance and political economy as it is a technological one.
Head-mounted mixed reality (MR) often prioritises individual immersion, potentially drawing attention away from others sharing the room. This paper asks how MR can support co-located spatial dialogue through embodied interaction and activity visible to non-headset observers. We introduce Immersive Commons, a design framework, and Atmos Messages, a prototype combining gesture-based, ephemeral spatial messages with voice transcription, preset text, and a public floor-plan overview. Following a Research through Design approach, fifteen participants created 236 messages across two sessions, including 48 voice-authored messages. Questionnaire responses highlighted playfulness and social awareness, while observations suggested opportunities for exchange grounded in the architectural setting. Interaction clustered near the public display, although this was also where participants put on their headsets. These findings suggest the potential of ephemeral spatial messaging to support co-located exchange, with playfulness, shared visibility, and architectural context informing the design of more social and situated MR experiences.
Urban screens have become a global feature of the media city, yet their developmental paths are not universal. This paper argues that the evolution of urban screens in China constitutes a distinct paradigm of media urbanism, termed Chineseness, understood here not as cultural essence but as a relational, historically situated configuration of three linked elements: deep-rooted lineages of public communication; state-steered technological leapfrogging driven by industrial policy and mega-events; and a regulatory paradox that enables spectacular scale while tightening operational control. Drawing on a five-stage genealogy (1990-present), a chronology of representative screens, and five paradigmatic cases, the study shows how this configuration produces temporal-spatial compression, the coexistence of multiple technological generations, and privileges collective witnessing over device-centric interactivity. The paper contributes a documented genealogy of Chinese urban screens, develops temporal-spatial compression and collective witnessing as analytical tools for non-Western media ecologies, and positions Chineseness as a globally relevant alternative to market-led models of media architecture.
Mansi Sharma, Dinar Orazgaliyev, Antonio Krüger, Philipp Müller
Visual search is ubiquitous in daily life, from locating keys in a messy apartment to finding a tool in a cluttered workshop or an application icon on a desktop screen. While visual attention is to a large extent driven by image content, research in psychology indicates that user cognitive states have a significant influence on attention allocation. A promising way to access information about cognitive states is via Electroencephalography (EEG) recordings. Despite this potential, previous works in computational attention modeling have largely disregarded EEG, and related studies in psychology operate with abstract, simplistic stimuli, or even artificially guided search procedures. We bridge this gap with two contributions. First, we present EEGaze 140, the largest publicly available multimodal dataset of free visual search with realistic stimuli. The dataset contains synchronized EEG and eye tracking recordings from 36 participants across 140 naturalistic scenes, covering two scenarios: searching for desktop icons and finding tools in cluttered workshop scenes. Second, we introduce EEGazeNet, the first method for human attention prediction in visual search that integrates EEG signals. Our approach consists of a EEG guided refinement stage that adapts the output of a state of the art saliency prediction method to the user current cognitive state. In comprehensive evaluations on EEGaze 140, we show that EEGazeNet consistently outperforms all baselines and ablation conditions.
The gap between AI capability deployment and safety assurance is structural and cannot be closed through internal evaluations alone. Analyzing documented harms (2017-2026) across the human lifespan reveals that disparate incidents --- from voice assistants endangering children to AI companions implicated in adolescent suicide and automated care denials for the elderly --- reflect a single failure: evaluating systems against an implicit adult user model. We introduce five developmental moderators structured into a Lifespan Vulnerability Matrix across six life stages. The matrix reveals a nonmonotonic risk distribution: vulnerability peaks at both ends of the lifespan, governance coverage is asymmetrical, and authority to convert model errors into real-world impact is scrutinized least. We then propose a set of lifespan design principles generalizing existing child-protective instruments, and an institution-agnostic, three-tier external evaluation framework --- comprising automated simulation, expert red teaming, and post-deployment monitoring --- indexed directly to matrix risk cells.
Interactive technology is increasingly built for speed, and generative AI now answers before a question is fully formed. Yet the capacity to pause, interpret and decide for oneself is central to wellbeing, learning and meaningful use. HCI has named paradigms for sensing emotion, changing behavior, calming attention and tracking the self. However, none of them takes human reflection, and the slowing down it requires, as its organizing aim. This article defines that paradigm, reflective computing, and derives it from what thirty years of designs lack. We analyzed 134 interactive systems from 17 ACM venues (1996-2026) in two phases. First, an abductive gap analysis read every system against reflection theory, and seven recurring gaps defined seven dimensions, namely tempo agency, invitational form, interpretive openness, reflective depth, temporal span, protected idleness and ethical non-extraction. Second, two independent coders scored every system with a codebook (Krippendorff's alpha 0.67 to 0.84 for five dimensions; ICC 0.82 for the overall score). The system sets the pace in 51 designs, 74 support only momentary use, only 12 scaffold reflection beyond description, and 56 papers are silent on the inner states they collect. No system expresses all seven dimensions strongly, and only 20 meet the definition. Slow and experience centered design comes closest, whereas persuasive technology and human-AI interaction score lowest. Factor and latent class analyses reveal two cultures of reflection, one working through form and the other through scaffolded thought, which only one system combines. Systems that let people set the pace score markedly higher, even with paradigm and form controlled (odds ratio 13.5). Hence, reflective computing is proposed as a paradigm whose aim is a human capacity rather than a system function, and which treats slowness as valuable only when people choose it.
Alessandro Lucatelli, Ferdinand Unterhuber, Katharina Krenzer, Mennatallah El-Assady, Benedikt Soja, Christina Humer, Joel Oskarsson
Machine learning Earth-system models are becoming increasingly important, and so is their development. Graph-based models, one of the most prominent approaches, allow developers to constrain the learning process before training via graph connectivity. Yet, developing these models remains challenging: the graph is built algorithmically with little intuition about the final result beyond static plotting, which requires extra work and is often not detailed enough. Even after successful training, how the model arrives at forecasts remains obscure. We present GNN-VIEW, an interactive browser-based tool that supports the development of such systems. GNN-VIEW exposes the graph's information pathways, allowing model developers to debug the graph structure before training. After training, GNN-VIEW uses attribution-based explainability to reveal which input features are used by the trained model for a given forecast. This helps developers understand why a model fails. We showcase the usefulness of GNN-VIEW in the construction stage of a graph for an ocean forecasting model, and in explaining poorly predicted precipitation of a trained weather forecasting model during Hurricane Laura.
Large language models (LLMs) are increasingly deployed in conversational settings where user phrasing ranges from polite to casual to toxic, yet less is known about whether such lexical variation in otherwise semantically equivalent prompts can degrade factual reliability. We study how lexical and tone-based prompt perturbations affect the factual reliability of LLMs. Using controlled prompt variations spanning polite, random, and increasingly toxic levels, we evaluate seven LLMs on ARC-Easy, GSM8K, and MMLU. We find that lexical perturbations reduce factual accuracy and increase predictive uncertainty in most models. Interestingly, increasing toxicity results in decreasing accuracy. To examine whether these answer inconsistencies correspond to internal changes, we conduct attribution-graph analyses of model activations and influences. We find that perturbations amplify perturbation-sensitive variant nodes relative to core reasoning nodes. We also observed a monotonic trend with increasing toxicity score and increasing activation and influence in Variant nodes. These findings position prompt wording and tone as a critical dimension of LLM reliability and provide behavioral and mechanistic evidence that surface-level lexical variation can alter factual outputs and internal computation.
An offline language-based support tool is presented to assist pilot training and tactical decision-making in air combat operations. The system, named MATE (Mission Assistant for Training and Evaluation), applies retrieval-augmented generation (RAG) to answer natural language questions using content extracted from doctrinal and tactical manuals. Built entirely with open-source components, it performs text preprocessing, embedding generation, semantic search, and language generation locally, ensuring full offline functionality. The tool was evaluated by three Brazilian Air Force fighter pilots, who rated the answers produced with three open-weight language models (Llama 3.1 8B, Qwen 2.5 14B, and Mistral NeMo 12B) to five tactical questions derived from a publicly available air combat manual. Average ratings ranged from 4.00 to 4.40 on a five-point scale, with Mistral NeMo 12B obtaining the highest score, and the pilots rated the response time of the tool as fully adequate compared to manual search. The relevance of the retrieved content was identified as the main point for improvement. Potential applications are discussed in onboard mission systems, flight simulators, and training environments.
Stanisław Kuczma, Sławomir K. Tadeja, Michał R. Nowicki
In autonomous driving, robot teleoperation serves as a critical safety fallback mechanism, requiring operators to assume direct control in the event of system failure. While recent research has pivoted toward high-level supervisory control or simulation-based studies, these approaches often fail to capture the physical dynamics and sensory demands of driving a full-scale vehicle. To address this gap, we evaluated the impact of spatial data representation on operator performance using a real car-sized vehicle in a field experiment with $N = 18$ participants. We compared three visualization interfaces: (i) a standard camera feed baseline, with two bird's-eye views (BEV) from (ii) a raw LiDAR point cloud, and (iii) a sensor fusion of LiDAR and camera data streams. Contrary to prior passive observation studies suggesting that sensor-fusion BEV may hinder awareness, our active-control results demonstrate that such representation significantly outperforms the standard LiDAR BEV in perceived usability ($p \leq 0.0001$) and cognitive task load ($p = 0.01$, NASA-TLX score: 34.58/100) while also being significantly better than the Camera-only view ($p = 0.043$). The fused interface also led to statistically significant reductions in task completion time ($p = 0.0461$) and superior usability (SUS: 77.9/100) compared to those of the Camera-only and LiDAR-only views. By synthesizing objective performance data with comprehensive subjective assessments, we demonstrate that BEV fusion maximizes safety margins while minimizing the operator's mental demand. These findings challenge existing teleoperation conventions and provide an empirically validated approach for designing robust remote piloting systems.
Diana Cerdas-Vargas, Alejandro Romero, Richard J. Duro
This work explores a multimodal approach to the alignment of the behavior of open-ended learning autonomous robots with human purposes through the use of large language models as cultural enablers. While autonomous robots can generate their own skills and goals through interaction with the environment, they often lack mechanisms to ensure that these remain relevant and aligned to those of human users. The proposed approach makes use of the general and cultural knowledge contained in LLMs and VLMs to establish a multimodal interactive alignment process in which human purposes, expressed in natural language, are transformed into motivational components of a robot architecture in the form of robot missions and drives that guide the behavior of the robot. The system is structured into three layers for semantic alignment, mission generation, and drive modeling. This design enables a bidirectional interaction loop: human inputs define high-level purposes, robots expand them into executable missions making use of multimodal information relayed by LLMs and VLMs, and feedback maintains alignment with human intent. Experiments in simulation and with a physical robot demonstrate that the process produces valid missions and behaviors, supporting effective human-agent alignment in interactive scenarios with autonomous robots.
Experts can master fine hand-object manipulation skills, yet limited conscious perception of rapid tactile interactions hinders their ability to articulate the underlying control mechanisms. Badminton racket control requires rapid, fine hand-force coordination, providing a demanding testbed for uncovering these mechanisms. An 864-node tactile-inertial glove with synchronized 100-Hz acquisition recorded over 14,000 strokes from more than 70 participants across five skills. Inspired by sensorimotor control, our mechanics-grounded two-layer framework inferred object-driving and grip-stabilizing control from tactile history, while resolving their spatiotemporal force realization. We found that higher proficiency was associated with selective rather than extensive control: greater skill specificity, anticipatory regulation, focal distal modulation and lower geometric torque cancellation, while spatiotemporal coordination showed a non-monotonic acquire-refine pattern. We translated these mechanisms into personalized guidance targeting force control and force-motion coordination. In a randomized cohort, mechanism-guided learners gained 0.72 expert-rated skill levels versus 0.05 with level-only feedback, making control mechanisms actionable.
Gene S-H Kim, Nicholas Oskiper, Sean Follmer, Megan Hofmann
People who are blind or have low vision (BLV) are largely excluded from 3D modeling tools that rely on visual representations of geometry. Natural language descriptions offer a potential path to accessibility, but it is unclear whether language alone can support the deep spatial understanding that editing, not just browsing, requires. Advances in generative AI offer the promise of automatic model description, yet descriptions suited to BLV modelers are structurally distinct from alt-text and from existing 3D model captioning datasets, and the domain-specific requirements for generating them are not well understood. We address this through two coordinated studies: an autoethnographic pilot in which the blind first author worked with 12 sighted participants to develop a taxonomy of descriptive strategies, and a Wizard-of-Oz main study that applied those strategies as idealized scripts with 10 BLV participants. We identify a systematic use-to-editing gap: descriptions that support accurate but incomplete mental models are insufficient for specifying modifications, because editing requires knowing the state of features the user did not know to ask about. We show that this gap produces four failure types (accuracy, completeness, expression, and navigation) that accuracy-focused evaluation frameworks cannot detect. We propose a two-phase evaluation framework that diagnoses the failure type a description system exhibits and guides developers toward targeted design interventions, thereby providing a methodological standard for assessing whether description-based systems genuinely support BLV modelers as creators.
Across multiple waves of computing, public trust in new technology has followed the emergence of governance mechanisms that made dominant risks legible and manageable. Generative AI shifts this pattern: these systems synthesize across heterogeneous sources, and users increasingly experience them as reasoning systems. The central question changes from "did it perform correctly?" to "can we trust how it arrived at its conclusion?" This paper introduces Filtered Decision Logs (FDLs), a user-facing transparency mechanism that makes decision formation visible without exposing raw chain-of-thought. FDLs pair each response with (i) a concise decision rationale, (ii) influence-ordered supporting data points derived from tool outputs, and (iii) relevance indicators showing which sources most shaped the conclusion. To operationalize evidence selection, we propose a trace-based method that reconstructs observability telemetry into a provenance tree and ranks evidence using four deterministic semantic and structural signals - Final Answer Similarity, Average Relevancy, Persistence, and Structural Proximity - combined via adaptive weighted scoring. We demonstrate FDLs across three domains: career advising (5 tools), investment analysis (4 tools), and travel planning (4 tools). In a formative evaluation with 50 participants (25 students, 25 working professionals in AI development), 92% rated the influence-ranked evidence as helpful for understanding and trusting the system's recommendation. Counterfactual tool-removal experiments confirm that removing the top-ranked source changes the answer more than removing a low-ranked source, validating that the ranking tracks decision dependence. We conclude that evidence-ranked transparency helps users identify misleading signals and missing context, enabling more confident acceptance, correction, or re-run of system decisions.
Omnimodal large language models (Omni-LLMs) are increasingly expected to assist users while observing continuous audiovisual streams. However, existing evaluations provide limited insight into how reliably these models connect stream evidence and user needs to timely, sustained interventions. We introduce \textbf{Omni-InteractScope}, a benchmark of 1,479 human-annotated, cross-reviewed interactions with 1,790 temporal targets across eight task groups. It links input modalities, event triggers, intervention types, and user needs, covering event-timed tool invocation and query-free assistance alongside notifications, warnings, state tracking, and continuous responses. Our experimental results on the proposed benchmark reveal three critical limitations of current Omni-LLMs: (1) \textbf{Timely tool invocation remains unreliable}: all 12 evaluated models produce an on-time first response for at most 40\% of tool-invocation targets, and joint timing-and-tool accuracy reaches at most 32.0\%. (2) \textbf{Query-free reminders remain poorly covered}: all evaluated models achieve lower timely reference-target recall on query-free reminders than on explicit questions, measured on their respective target sets. Reminder recall never exceeds 23.0\%. (3) \textbf{End-to-end guidance coverage remains limited}: nine models cover none of the 26 guidance sequences in full, and the remaining three cover only one to three sequences each. Targeted controls further show that tool-invocation scores alone do not establish event grounding and that reminder coverage depends on response history and frequency. These findings motivate developing and evaluating streaming assistants for timely action, initiative under general user needs, and coverage of entire response sequences.
Jie Li, Bin Guo, Georgina Curto, Zikang Liu, Mengqi Chen, yu li
One-person companies (OPCs) are emerging enterprises operated by individual entrepreneurs through digital platforms and LLM-based AI agents. These highly skilled entrepreneurs are characterized by being digital nomads, with limited reliance on local ecosystems. Governments in China use distinct regional support policies to attract mobile OPCs, turning local support into a cross-regional coordination problem. OPCs compare regions to maximize their own utility, but imperfect policy perceptions may cause them to reject otherwise suitable locations. Existing policy-learning methods optimize resources under fixed perceptions, while consensus-formation methods aggregate views without feeding cognitive changes back into policy learning. This disconnect produces mismatched location choices and inefficient regional policy adjustment. We introduce PolicyMediator, a cognition-constrained leader-multi-follower Stackelberg framework with bilateral mediation. The mediator explains verified policies to OPCs to build awareness and trust, and reports their needs and unresolved concerns to governments for policy learning. Its self-evolving skills retain, revise, or prune strategies using verification, allocation, capacity, and objective trajectories rather than mediation success alone. Across six-region simulations in China with five OPC types, five scenarios, and three OPC-simulator backbones, PolicyMediator ranks first in all 15 OPC-backbone--scenario combinations. Over the eight-baseline mean, it improves the aggregate government objective, combining economic performance, employment benefit, and policy-access equality, by 42.4% and average OPC utility by 40.9%.
The emergence of artificial intelligence (AI) coding agents has put pull requests under pressure: agents open millions of pull requests per month, while some open-source projects have begun to restrict or disable external contributions. We investigate which alternatives to pull requests practitioners are proposing or adopting and what these changes mean for empirical software engineering research. We reviewed 50 gray-literature documents from 31 organizations or individuals published between October 2025 and October 2026, coding the problems each named, the mechanisms it proposed or adopted, which of five roles of pull requests (integration, review, rationale, accountability, and external contribution) each mechanism takes over, and the evidence offered. Most responses retained pull requests in some form, whether by adding tooling, attaching a new artifact, or restricting access, and restriction was the response most often reported as adopted. Several proposed alternatives moved review and rationale into agent conversations and session records, but only Zed reported using a replacement in practice. Only two documents outlined a replacement for external contribution, and neither reported adoption. Pull requests are changing in ways that pull-request datasets will not capture: reviews conducted in agent conversations leave no pull-request comments, and projects that disable pull requests disappear from samples of newly opened ones. We outline a research agenda on the effectiveness of the emerging alternatives, their consequences for open-source participation, and the adaptation of empirical methods.
Bang Xiao, Baosheng Jin, Jinhan Niu, Xingchen Zhang, Hua Shen
Urban heritage tours are often delivered through fixed scripts, leaving limited room for visitors' situated questions, language preferences, or requests for evidence. We present ECHOES, an adaptive LLM-powered AR glasses docent for evidence-grounded interpretation of historical buildings. Specifically, the agent adapts along three dimensions: it modifies response structure according to the type of visitor question (identification, architectural detail, evidence-seeking, or route inquiry); it accumulates session-level interest signals from repeated questions and expressed curiosity to shape later explanations; and it tracks language preference and retrieval context across turns to maintain conversational continuity. The core of ECHOES is an LLM agent initialized as a source-aware urban heritage docent that realizes this adaptation through dialogue and preference context maintained across the session. Around this agent, ECHOES integrates visual site grounding, a self-built historical knowledge base supporting retrieval-augmented generation, and concise multilingual AR output designed for glanceable use. Through a working prototype centered on Shanghai's East Nanjing Road and the Bund, we demonstrate how an adaptive LLM-powered AR docent can transform historical tours from scripted narration into situated, question-responsive, and source-aware conversations.
Human touch depends on the integration of shape, stiffness, and friction, yet existing tactile displays cannot render these cues together as continuously tunable, high-fidelity signals for intuitive perception. We present ArrayTac, a closed-loop piezoelectric tactile platform that simultaneously renders these three tactile dimensions with continuous tunability on a 4 by 4 actuator array. Each unit integrates a three-stage micro-lever amplifier with end-effector Hall-effect feedback, enabling up to 5 mm displacement, an array refresh rate greater than 500 Hz, and a closed-loop bandwidth of 123 Hz. In psychophysical experiments, naive participants identified three-dimensional shapes and distinguished multiple stiffness and friction levels through touch alone without training. We further demonstrate image-to-touch rendering from an RGB image and remote palpation of a medical-grade breast tumor phantom across a distance of more than 1,000 km, in which all 11 participants correctly identified the number and type of tumors with a sub-centimeter mean localization error. Together, these results establish ArrayTac as a programmable multidimensional tactile rendering platform that bridges digital representations, physical environments, and human tactile perception, enabling intuitive tactile communication between humans and machines.
Eun Jeong Kang, Jingruo Chen, Jadon Geathers, Susan Fussell
Direct messaging is often employed by social media content creators to directly interact with followers. Those creators attempt to engage with followers in private communication, but they often encounter a large volume of messages. Through formative interviews with 15 creators, we found that creators frequently experience fatigue from writing suitable content, as they moderate audience expectations while concurrently integrating their media personas into responses. To explore how AI can address these challenges, we designed a system providing personalized, AI-generated response suggestions tailored to creators' writing styles to maintain their media personas. In a comparison study with 13 creators that examines how the system affects response behaviors, creators valued the system's ability to soften potential impoliteness and anticipated higher response rates, helping them maintain a professional image. However, creators reported additional labor in verifying the authenticity of AI outputs to mitigate risks caused by AI misalignment. Our results indicate that while AI suggestions enhance efficiency, they can undermine a creator's engagement in communication by shifting their attention toward monitoring AI.
Shravika Mittal, Sunnie S. Y. Kim, Scott Counts, Jennifer Neville, Debarati Das, Philippe Laban
Users are increasingly delegating tasks to AI agents, allowing agents to perform long-running, multi-step workflows on their behalf. However, agents may perform these tasks in ways that depart from users' expectations for how they should be carried out, leading to what we call agentic delegation failures. We leverage a large corpus of 163,487 Reddit posts, describing AI agent use, to develop MANDATE: a taxonomy of 23 failure categories organized into seven groups. A follow-up study with 73 AI agent users examined the relationship between prevalence and perceptions of severity and noticeability, finding that failures rated as more severe are considered harder to notice, and that prior experience with a failure is associated with greater noticeability. Finally, we assess the maturity of research on each failure and identify commonly encountered failures that have received little attention (e.g., agents running without making progress). Our findings inform opportunities to make delegation easier for users to oversee and better studied by the research community.
Conversational AI systems are increasingly used to fulfill both functional and affective needs, yet how users perceive the AI-adoption effects varies. Existing research tends to treat these two needs as binary categories and to classify users by a single dominant need. However, this approach fails to capture users who engage with AI for both affective and functional purposes simultaneously, leaving it unclear how these needs combine in real-world AI use. To capture the multifaceted nature of users' AI engagement, we developed the AI-Support measurement with 1,090 participants, grounded in social support theory, which evaluates four dimensions of perceived AI support: emotional/esteem, social companionship, informational, and instrumental support. This study provided (1) an AI-Support Scale developed to measure the perceived support types from human-AI interaction, (2) evidence that users might adopt AI with a high level of both functional and affective use, and (3) exploratory indicators of users' real-life social support and well-being, enabling descriptive results aligning with theoretical expectations. Overall, this study highlights the importance of understanding individual differences in AI affordance use, enabling AI systems to be designed in alignment with different user adoption profiles rather than assuming uniform benefits across all users.
Mya Schroder, Yuna Hwang, Callie Y. Kim, Leqian Cheng, Jeffrey Li-cheng Liu, Chenchen Zheng, Xinning He, Bilge Mutlu
As collaborative robots have entered domains such as manufacturing, agriculture, and healthcare, programming or adapting robot behavior typically requires robotic expertise that most end users lack. Natural language lowers this barrier. Recent advancements in large language models (LLMs) have made it feasible to translate natural language into robot task plans. However, language-based task specification suffers from semantic ambiguity, and generative models lack transparency for how language instructions become robot actions, making it difficult for users to validate the plan before execution. To address these issues, we introduce SHRIMP, a system that allows users to automatically generate a hierarchical robot primitive plan using natural language and iteratively revise their plan through re-prompting and explicit correction. At each revision, SHRIMP allows users to validate their plan in simulation, and once satisfied, execute it on the physical robot. Through a user study involving participants planning tabletop kitchen tasks (n=35), we validate that SHRIMP improves perceived control and enhances robot transparency. System videos and source code are available at https://wisc-hci.github.io/SHRIMP.
Bongshin Lee, Zhicheng Liu, John Thompson, Chenglong Wang
In this paper, we introduce a new framework for characterizing the user skills required for chart authoring. Despite growing attention to authoring systems, we lack a conceptual framework that characterizes the diverse and multifaceted skills involved and helps identify opportunities for system design and development. Our initial investigation revealed that skill is a complex and elusive concept, and that existing theories on skills from other disciplines are too high-level to capture the importance of tasks and tools in data visualizations. To address this gap, we formulate the CAPED framework that characterizes skill as the ability to create a chart involving five dimensions pertinent to tasks and tools: input data, output chart, paradigm, abstraction, and expression. We demonstrate the framework's descriptive power by highlighting different skills involved in similar authoring situations and identifying the types of knowledge associated with chart authoring. We further present examples illustrating how the framework can be used to identify new research opportunities in supporting users with varying skills.