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版本更新 · v3arXiv:2606.00727

知道何时行动:交通中人类行为的证据累积模型

Knowing When to Move: Evidence Accumulation Models of Human Behavior in Traffic

Floor Bontje, Felix van Waveren, Leendert van Maanen, Bhargav Nallapu, Gustav Markkula, Arkady Zgonnikov

AI 速读 基于摘要

一篇半系统综述,梳理28项(2014–2026)用证据累积模型(EAM)刻画交通决策与操控行为的研究,并按建模层级与实现方式组织文献。

cs.HC

查看原文摘要

Evidence accumulation models (EAMs) describe decisions as noisy evidence accumulating toward a decision boundary. Although widely studied in laboratory tasks, their application to dynamic, real-world behavior has received less attention. Traffic offers a setting where evidence changes as situations unfold, response timing matters, and decisions occur within ongoing control and interaction. This semi-systematic review synthesizes 28 publications (2014-2026) that model traffic decisions and control actions with EAMs. We organize the literature by modeling level (discrete decisions versus continuous action control) and implementation (stand-alone accumulators versus models embedded in broader perception-action or interaction frameworks). We examine how model components are implemented and evaluated across tasks. Overall, EAMs account for a range of dynamic road-user behaviors. Several comparisons suggest that response timing is better described by accumulating evidence as situations develop than by fixed delays or thresholds on momentary evidence, although accumulation models do not consistently outperform other kinds of models. Whether decreasing boundaries improve the fit differs between studies, and the models offer testable accounts of how decision-relevant information is processed. For cognitive scientists, traffic offers a testbed for studying how evidence from changing environments shapes decision-making. For applied modelers, the findings show how EAM components can be adapted to different traffic tasks, and why the choice of components needs to be evaluated for each task. However, most publications that estimated parameters pooled across participants, and most were not tested beyond the data they were fitted to, highlighting the value of participant-level or hierarchical estimation and of testing on new data.

新论文 · v1arXiv:2611.17101

一种结合滤波器组卷积的紧凑型xDAWN引导时空网络用于P300检测

A Compact xDAWN-Guided Spatio-Temporal Network with Filter-Bank Convolution for P300 Detection

Mohammad Mahdi Habibi Bina, Mohammad Reza Daliri

AI 速读 基于摘要

作者提出一种仅含5100个可训练参数的紧凑深度学习架构,将xDAWN空间滤波、固定滤波器组与深度可分离卷积结合用于P300检测,并在两个公开基准上报告了准确率与速度的折中表现。

cs.HC · cs.AI

查看原文摘要

P300-based brain-computer interfaces (BCIs) enable communication by decoding stimulus-evoked EEG responses into character selections without requiring voluntary motor output. Reliable P300 detection remains difficult because of low response amplitude and signal-to-noise ratio, while practical spellers require accurate character selection with few stimulus repetitions and low computational cost. We propose a compact deep learning architecture that combines xDAWN spatial filtering for event-related potential enhancement and dimensionality reduction, a fixed frequency-selective filter bank, and convolutional feature learning for spatio-temporal EEG decoding. Depthwise-separable convolutions and progressive average pooling reduce computational complexity while retaining discriminative temporal information. The resulting target/non-target classifier contains only 5,100 trainable parameters. We evaluated the model on two public benchmarks, BCI Competition II Dataset IIb and BCI Competition III Dataset II, and compared it with established P300 decoding methods across different numbers of stimulus repetitions. The model achieved an information transfer rate of 17.8 bits/min with two repetitions on BCI Competition III and 40.5 bits/min on BCI Competition II, demonstrating a favorable accuracy-speed trade-off. These results suggest that combining domain-informed spatial and spectral priors with compact neural networks can support efficient P300 decoding for EEG-based BCI communication.

新论文 · v1arXiv:2611.17058

Neural Representations as New Modes of Interactivity

Stanley Huang, Anthony Baez, Catherine Yeh, Pat Pataranutaporn

原文摘要

Human-AI interaction today runs almost entirely through prompts and outputs, keeping AI systems opaque to general users. We introduce Neural Representation Interaction (NRI), a paradigm that treats the internal representations of neural networks as an interaction material people can inspect, steer, and edit. Situating NRI alongside graphical, tangible, and bio-computer interaction, we argue that the concepts and algorithms models encode internally offer representational affordances for richer human-AI interaction. We synthesize actionable mechanistic interpretability methods and, drawing on General Morphological Analysis, construct a design space spanning Interaction, Target, Referent, and Purpose. Mapping existing interfaces onto this space reveals that most serve expert auditors, while few support lay users. We then present speculative applications in education, personal user modeling, and hiring audits, and discuss design principles, limitations, and sociotechnical risks. NRI offers HCI researchers abstractions for designing interactions that work with AI computation rather than only through its inputs and outputs.

cs.HC

新论文 · v1arXiv:2611.17018

Exploring Socially Acceptable 3D Feedback Design for Inclusive Small-Group Conversation

Qianjie Wei, Yifan Li, Zhen Bai

原文摘要

Prior research has shown that providing feedback on group dynamics can improve the quality of small-group conversations. However, publicly delivered feedback that targets specific individuals may reduce social acceptability due to negative experiences such as social pressure, embarrassment, and resistance. This work investigates how public feedback can be designed to remain socially acceptable while maintaining its effectiveness in XR-based small-group conversations. Informed by social science and HCI literature, we identified three design strategies (incorporate humor, reduce social attention, and use indirectness) and proposed a set of metaphor- and agent-based 3D feedback probes. We then conducted a two-phase study: (1) an online survey with 50 participants to examine how such feedback designs are perceived under public and private delivery, and (2) follow-up interviews with 14 participants who completed the survey to better understand their interpretations and elicit additional insights. Results show that metaphor- and agent-based feedback can reduce social discomfort while maintaining effectiveness. Interview findings further highlighted the role of three strategies in making feedback easier to accept, while requiring careful balance. We also discussed design implications for creating socially acceptable 3D feedback to support inclusive small-group conversations in XR.

cs.HC · cs.ET

新论文 · v1arXiv:2611.17013

DiffSSMEye: Conditional High-Frequency Eye Movement Synthesis with Structured State-Space Diffusion

Kamrul Hasan, Mehedi Hasan Raju, Oleg V. Komogortsev

原文摘要

Synthesizing high-frequency eye movements requires preserving long-range temporal dependencies and subject-specific oculomotor dynamics. However, methods based on generative adversarial networks (GANs) and variational autoencoders (VAEs) can struggle to preserve these characteristics simultaneously. We introduce DiffSSMEye, a conditional denoising diffusion probabilistic model with bidirectional Structured State Space Sequence (S4) layers for generating five-second gaze-velocity sequences at 1,000 Hz. Generation is conditioned on a coarse gaze reference, user identity, and task, where identity and task embeddings are incorporated through feature-wise linear modulation. Identity-preservation, multi-resolution spectral, and integrated-drift losses complement noise prediction to constrain biometric consistency, frequency structure, and displacement error. Subject-disjoint evaluation on GazeBase across seven tasks yields mean real--synthetic embedding cosine similarities of 0.91--0.95. DiffSSMEye also achieves the lowest median spatial errors among these baselines for horizontal and random saccade tasks. These results demonstrate improved spatial accuracy and biometric feature consistency for subject-specific gaze synthesis.

cs.HC

新论文 · v1arXiv:2611.16993

It Was Better Not to Know: Digital Recognition, Family Authority, and Postpartum Mental Health in Bangladesh

Shajnin Haque Aishy, Sabbir Bin Abdul Latif, Md. Golam Zel A Husna, Jannatun Noor

原文摘要

Postpartum mental distress affects roughly one in five mothers in low- and lower-middle-income countries, yet recognition and support remain limited where formal mental-health care is scarce, and family relationships govern health decisions. We report a five-month interview study with 20 mothers in urban, urban slum, and rural Bangladesh who had given birth within the previous two years. Mothers encountered the concept of postpartum depression incidentally, through Facebook and YouTube recommendations rather than deliberate search or clinical guidance, and then used these platforms for private sensemaking without disclosing. Recognition, however, rarely traveled beyond the self: mothers could identify their distress while families dismissed it, leaving them with knowledge but no authority to act. Participants sought validation as a precondition for support and described recovery as relational rather than clinical or digital. We argue that postpartum technologies should engage partners, families, and community health workers rather than placing recognition solely on mothers.

cs.HC

新论文 · v1arXiv:2611.16931

Beyond Curiosity: Habit and Organizational Learning Capability as Predictors of Shadow AI

Nolan Lovett, Mohan Yang

原文摘要

Generative AI has entered the workplace faster than organizations can govern it. A large share of employees now use AI tools their employer has not sanctioned, and many actively conceal that use, but the psychology of this covert technology behavior remains poorly understood. A common assumption, in popular accounts and early commentary, treats unauthorized (shadow) AI use as curiosity-driven exploration by adventurous individuals. We test this against a competing account grounded in the psychology of habitual technology use, in which automaticity rather than exploratory disposition sustains the behavior. Using survey data from 510 employed generative AI users across multiple countries, we adjudicated among individual and contextual predictors (workplace curiosity, habit, technology-acceptance beliefs, and organizational learning capability) with hierarchical regression, relative weights analysis with bootstrap confidence intervals, and full-subset dominance analysis. Habit was the strongest predictor, accounting for 28.3% of explained variance, and completely dominated joyous exploration, the curiosity dimension most aligned with the exploration account, across all 512 possible predictor subsets. Joyous exploration contributed 3.4% (95% CI [1.6, 7.4]) and fell to nonsignificance once use behavior and habit were modeled. Learning-supportive organizational conditions accounted for a further 24.1% and operated additively rather than by moderating dispositions. Parallel models decomposing the outcome showed the same dominance pattern for unauthorized use and concealment, and perceived social support for AI use was protective specifically against concealment. These findings reframe shadow AI as a habit-and-environment phenomenon rather than an individual-exploration phenomenon. The cross-sectional design means causal claims are exploratory.

cs.CY · cs.HC

版本更新 · v2arXiv:2602.16033

Bridging GenAI policy and practice: Brief instruction improves learning-oriented prompting in an introductory programming course

Ruiwei Xiao, Runlong Ye, Xinying Hou, Jessica Wen, Harsh Kumar, Michael Liut, John Stamper

原文摘要

Generative artificial intelligence (GenAI) is now commonplace in higher education, yet unguided use can harm learning. Universities have responded with policies asking students to use GenAI for learning, not solutions, but how to translate these policies into classroom instruction remains untested. Here we report a randomized controlled trial with a six-week, end-of-semester follow-up (N = 431) in an introductory programming course comparing four instructional approaches, from a two-sentence reminder (Condition 1) to a multi-step constructive task (Condition 4). We found: (1) all four approaches produced learning-oriented prompting gains that persisted six weeks later and scaled with the designed engagement level, from 8 to 51 percentage points; (2) students in every condition self-reported sustained voluntary use, and confidence grew in step with skill; and (3) final examination performance did not differ between conditions, placing the possible boundary of the effects at the pathway from prompting skill to achievement. These findings provide instructors with an empirically calibrated set of options for translating GenAI-use policies into classroom practice.

cs.HC · cs.AI

版本更新 · v3arXiv:2509.19957

Gaze-controlled segmentation improves object recognition accuracy in simulated phosphene vision

Eleftherios Papadopoulos, Umut Güçlü, Yağmur Güçlütürk

原文摘要

Visual neuroprosthetics provide a simplified visual sense through cameras, computers, and implanted electrodes. A central challenge is deciding what to convey with the few phosphenes available. We asked whether letting the user's gaze select the object that is conveyed in full, rather than extracting edges across the whole scene, improves object recognition in simulated phosphene vision. We developed Gaze-Controlled Segmentation (GCS), in which the point of gaze prompts the Segment Anything Model and the selected object is rendered as a filled region over the scene's edges at reduced intensity. In simulated phosphene vision, eight participants performed an object search-and-localization task under GCS, edge detection, and normal-vision conditions. Both phosphene conditions were gaze-contingent, and data were analysed with Bayesian mixed-effects models. Relative to edge detection, GCS produced a modest but credible improvement in identification accuracy on target-present trials (+9.4 percentage points, 95% highest-density interval [+4.3, +14.2]). Gaze reached the target about as often under both methods, consistent with an advantage at the identification stage. GCS trials tended to be slower (+2.7 s, [-0.8, +6.6]), a difference that was not credible, and in exploratory analyses the advantage was largest for cylindrical objects and absent for round ones. Stated preferences leaned toward GCS on most usability criteria, though with eight participants these are individually consistent with chance. The comparison does not isolate the contribution of the segmentation itself. These findings illustrate the potential of gaze-driven, interactive scene representation for neuroprosthetic vision, while underscoring that the gain is modest, task-dependent, and established so far only in simulated phosphene vision with sighted observers, using phosphenes larger than current implants would produce.

cs.HC

新论文 · v1arXiv:2611.16737

A Connectionless Interaction Model for Network Spatial Proximity Services

Artem Makarov, Dmitry Namiot

原文摘要

In this paper, we present a connectionless interaction model for network spatial proximity services. In the network spatial proximity model, the reception of an identification or discovery frame of a nearby wireless node confirms proximity and delivers content at the same time. Current Bluetooth and Wi-Fi specifications and mobile platforms extend this one-way announcement with responses, addressed messages, scheduled group exchange, and relaying, which still do not require a connection. The proposed model describes such interaction independently of a concrete wireless technology. It is based on the roles of nearby nodes, the proximity message as the unit of interaction, twelve pattern properties, and six interaction patterns: announcement, mutual announcement, query-response, addressed exchange, scheduled group exchange, and relay. An exit rule defines when a service should move to a connection-based channel. We analyze how the patterns can be implemented on Android and iOS smartphones through native mechanisms, substitution, composition, embedded bridges, or a step-up to a connection, and we propose a pattern selection method for developers. The model generalizes the earlier network spatial proximity model and refines the interaction primitives of the proximity core. It is illustrated by existing services and systems and supported by published measurements and first-order estimates.

cs.NI · cs.HC

版本更新 · v4arXiv:2406.19581

HarmonICA: Quasi-Time-Invariant ICA for Motor Unit Decomposition during Dynamic Contractions

Alexander Kenneth Clarke, Dimitrios Halatsis, Agnese Grison, Irene Mendez Guerra, Noura Ezaz-Nikpay, Pranav Mamidanna, Shihan Ma, Silvia Muceli 等 9 位作者

原文摘要

Decomposing surface electromyography (EMG) into the spike trains of individual motor neurons is a long-standing inverse problem and a key step toward motor-neuron-driven neural interfaces such as prosthetics and exoskeletons. The standard approach, independent component analysis (ICA) of the multichannel signal, assumes that the mixing from neurons to electrodes is stationary in time. This assumption fails during movement, when volume-conductor deformation makes the mixing time-varying, and current decomposition algorithms are correspondingly restricted to isometric contractions. We introduce HarmonICA, a quasi-time-invariant ICA formulation in which a static linear separator is preceded by a learned, low-rank, time-varying invertible transformation. The separator is trained with an independence loss on the uncompensated projection, and the transformation with a stationarity loss on the recovered source. Gradients are not shared between the two, so source extraction remains a classical linear-ICA problem while non-stationary distortion is absorbed by the transformation. The closed-form inverse of the transformation enables per-spike subtraction with a time-varying template during sequential peel-off. On a public simulated benchmark of dynamic high-density EMG with ground-truth spike trains, the method outperforms five adaptive ICA baselines at every recall threshold, recovering more units at a higher accuracy.

cs.HC · cs.LG

版本更新 · v2arXiv:2509.10848

Tracer: A Forensic Framework for Detecting Fraudulent Speedruns from Game Replays

Jaeung Franciskus Yoo, Huy Kang Kim

原文摘要

Speedrun, a practice of completing a game as quickly as possible, has fostered vibrant communities driven by creativity, competition, and mastery of game mechanics and motor skills. However, this contest also attracts malicious actors as financial incentives come into play. As media and software manipulation techniques advance - such as spliced footage, modified game software and live stream with staged setups - forged speedruns have become increasingly difficult to detect. Volunteer-driven communities invest significant effort to verify submissions, yet the process remains slow, inconsistent, and reliant on informal expertise. In high-profile cases, fraudulent runs have gone undetected for years, allowing perpetrators to gain fame and financial benefits through monetised viewership, sponsorships, donations, and community bounties. To address this gap, we propose Tracer, Tamper Recognition via Analysis of Continuity and Events in game Runs, a modular framework for identifying artefacts of manipulation in speedrun submissions. Tracer provides structured guidelines across audiovisual, physical, and cyberspace dimensions, systematically documenting dispersed in-game knowledge and previously reported fraudulent cases to enhance verification efficiency.

cs.HC · cs.CY

新论文 · v1arXiv:2611.16667

People prefer AI to human advice in multi-turn conversations but neither changes incentivised behaviour

Maximilian Maier, Tsz Kwan Emmy Wong, Jiahao Eric Yang, Falk Lieder, Vanessa Cheung

原文摘要

People increasingly ask AI chatbots for advice, yet large language models (LLMs) are sycophantic, overconfident, and can amplify human cognitive biases. In this article, we investigate how people perceive advice from humans versus LLMs and whether AI advice reshapes incentive-compatible donation decisions. Using Carrier, a new experimental platform, we designed an experiment where participants made a donation decision after discussing it with an AI chatbot advisor, another human, or receiving no advice. Participants judged LLM advisors to be significantly more rational, trustworthy, convincing, and sycophantic than human advisors. Analysis of chatlogs showed that LLMs were more engaged than human advisors: they shared more facts and more often stated their opinion and justified their recommendations. Despite this, donation decisions did not vary across conditions.

cs.HC

新论文 · v1arXiv:2611.16609

A Dual-Branch Graph and Convolutional Network for Interpretable Movement EEG Classification

Maryam Ostadsharif Memar, Behzad Nazari

原文摘要

Decoding upper-limb movements from scalp electroencephalography (EEG) is an important problem for brain-computer interfaces (BCIs), but many deep learning models provide limited insight into the brain regions underlying their predictions. We propose a two-branch architecture that combines an LGGNet-inspired local-global graph branch with an EEGNet-style convolutional branch for movement-versus-rest classification. The graph branch groups 61 EEG electrodes into anatomically informed regions and learns their spatial relationships, providing a direct representation of the regions emphasized by the model. We evaluate the proposed architecture using leave-one-subject-out cross-validation on the Ofner upper-limb movement dataset. The model achieves a mean F1-score of 0.74 +/- 0.06 across subjects. Beyond classification performance, we analyze the learned graph structure to identify the regions with the strongest connectivity. Across all held-out subjects, the highest connectivity is consistently observed in the Parietal Left Low region, corresponding to electrodes P1 and P3. This region is opposite to the performed right-arm movements and lies within the posterior parietal area previously associated with upper-limb movement processing. These results show that incorporating a region-based graph into the decoder can provide an anatomically interpretable representation while maintaining effective movement classification, offering a practical approach toward more transparent EEG-based BCIs.

cs.AI · cs.HC · cs.LG · eess.SP

新论文 · v1arXiv:2611.16594

Language Learning through Immersive Multi-User Gamification

Rosalina Ribeiro Silva, Zichen Feng, Rikard Olajos, Tim Rolff

原文摘要

We propose an immersive virtual-reality game designed to enable multi-user, multi-language learning during co-play. We hypothesize that our method will be more engaging, leading to better rhythm, pronunciation, memorization, and speaking confidence. We implement the experience as a fantasy role-playing game by introducing vocabulary and phrases to the user as spells to learn. Players then cast more efficient spells depending on their language skills. For evaluation, we compare the game to a single-user baseline that replicates traditional language learning in a non-immersive setting. We measure short- and long-term retention of vocabulary and phrases, as well as scoring rhythm and pronunciation. Furthermore, we collect user data on engagement and mental workload.

cs.HC

新论文 · v1arXiv:2611.16473

Robots That Talk Too Much and Don't Listen Enough

Graham Wilcock, Kristiina Jokinen

原文摘要

Until recently, the biggest obstacles to natural spoken interaction with social robots were speech recognition errors and turn-taking failures. Advances in speech recognition have enabled much better spoken interaction, but turn-taking failures and other misunderstandings continue to be far too prevalent. This short paper looks back at earlier methods for improving speech recognition and turn-taking in interaction with social robots, and then looks at what can be done today, arguing that multimodal bidirectional streaming is needed to reduce the frequency of turn-taking failures.

cs.RO · cs.AI · cs.HC

新论文 · v1arXiv:2611.16446

A Serious Game for Training Civil Participation in Flood Crisis Management

Solmaz Goodarzi, Arseni Ivanov, David Maruscsák, Diana Quitéria Sousa

原文摘要

Floods are among the most frequent and destructive natural disasters, requiring citizens to make critical decisions under rapidly changing conditions. Most serious games related to flooding emphasize awareness, preparedness, and education in flood management, but there is still a research gap on how to train citizens to act under pressure, uncertainty, and stress. In this paper, we position Virtual Reality (VR) serious games as a promising approach to addressing this gap by providing experiential and immersive training opportunities for citizens. We propose a conceptual VR serious game that enables participants to experience realistic flood scenarios, practice decision-making, rehearse appropriate response behaviors, and develop response-related skills in a safe and controlled environment. In addition, we suggest a research agenda and an evaluation framework focused on flood risk awareness, response capabilities, and stress-related outcomes. The framework thoughtfully integrates subjective, objective, and physiological measures to assess the effectiveness of immersive flood-response training. Finally, we present design, methodological, ethical, and user-experience considerations in VR-based disaster training, and outline future research directions for the development and evaluation of immersive serious games for flood emergency response. The present study aims to contribute to the growing intersection of serious games, extended reality, and disaster risk reduction by establishing citizen-centered response training as a significant yet under-researched field.

cs.HC

版本更新 · v4arXiv:2610.32955

Measure Before You Train: Typed Decision Models vs. a Classical Baseline vs. a Generative LLM for Routing a Personal Multilingual Inbox

Federico Lucca

原文摘要

Personal email agents decide, for every message, its type and urgency and whether to draft a reply, create a task or ignore it. In production these decisions are delegated to a generative LLM or to rules, and their error rate is rarely measured: the stored labels were written by the system itself. We describe Foyer, a self-hosted personal inbox agent, and a measurement protocol (stratified sampling, frozen snapshots, thread-grouped splits, secret redaction, human labels in the review loop) that produces ground truth before any training. On 231 emails in Italian and English we compare eleven systems: the stored production type, a TF-IDF + logistic-regression baseline, local and hosted typed decision models (Tev1, Nimble, Jeva, Jev) and generative LLMs. Four results. The stored production type scores 28% against a 57% majority class. With about two hundred labels a logistic regression has the highest point accuracy on every field (type 0.77 +/- 0.02 over five seeds) at a thousandth of the latency, but on every field at least one hosted model is statistically indistinguishable from it (exact McNemar, Holm-corrected). A generative model recovers part of the sender's relationship to the owner from the text (0.60); inheritance from the contact is right 98.6% of the time where the sender was seen before: it belongs in the contact graph, not in the prompt. Per-email accuracy is not the product metric: composed into actions, the classifier ignores 18% of the emails that needed action, against 4% for the best generative model; a cost-chosen threshold cuts that to 10%, indistinguishable from the hosted decision model's; on the adversarial corpus the thresholded classifier is the cheapest system above a missed-email price of 4. Two blind annotators agree with the reference at kappa 0.81 and 0.86 on type. v4 corrects threshold results computed on a truncated corpus in v1-v3.

cs.CL · cs.HC · cs.LG

版本更新 · v2arXiv:2611.11083

Who Benefits from Wikipedia's Growth Mentorship? The Role of Newcomer Information Needs

Yubo Zhou, Pengyu Chen, Ceren Budak

原文摘要

Evaluations of Wikipedia's programs for new editors usually ask whether a program works on average; we ask which newcomers benefit when their question to a mentor gets a reply. English Wikipedia's Growth mentorship system assigns every new account a volunteer mentor, and about a quarter of the questions newcomers send never get a reply. Using the first questions of 34,073 newcomers (2021 to 2026), we compare newcomers who received a reply with newcomers who did not, within groups that are similar on 164 characteristics recorded before the question (propensity score stratification). (1) Does a reply help newcomers keep editing? Yes, in the short term: in the 14 days after the reply, newcomers who received one were 1.8 percentage points (pp) more likely to edit an article (22% vs. an estimated 20% without a reply) and 1.8pp more likely to edit on two or more days. Later in the first year, the only difference that remains significant after correction for multiple testing is in the share who edit an article at least once between six months and one year after the reply (+1.5pp). (2) Does the effect depend on what the newcomer asked? Yes. We sort questions by Morrison's (1993) information-seeking types, which earlier studies measured mostly through self-reports, using a language model checked against human labels. A reply has significant effects for questions about rules and norms (+3.4pp), questions that show the newcomer's earlier editing (+3.4pp) and specific how-to questions (+2.4pp). For newcomers who do not know what to work on, a reply has no detectable effect, and the effect is 4.2pp smaller than for newcomers with other questions. (3) Which replies are followed by more editing? Among newcomers who received a reply, those whose reply came sooner or stayed closer to the topic of their question edited more.

cs.SI · cs.HC

新论文 · v1arXiv:2611.16293

Rasoi: Visual Diffs for Evaluating Structural Changes Made by Coding Agents

Riya Sahni, Aryan Kaul, Anushka Bhatnagar, Xuanming Zhang, Vivian Liu, Reya Vir, Lydia B. Chilton

原文摘要

Coding agents let developers modify software rapidly through natural language. However, as agents take on larger changes, developers can lose track of how the codebase is evolving. These edits may look correct on the surface while restructuring the system in unexpected ways: duplicating logic, changing modules outside the requested scope, removing functionality developers meant to keep, or introducing architectural drift. We investigate how visual diffs can help developers understand and evaluate the structural changes that coding agents make. We present Rasoi, a design probe that maps how a codebase's architecture evolves after each agent-made edit, letting developers inspect which architectural elements and relationships were added, modified, or removed across multiple levels of abstraction. We deployed Rasoi in a week-long study with 12 developers working on their own codebases across varied technical domains. We found that visual diffs helped developers see whether changes stayed within scope, notice unexpected restructuring, and understand how modified parts related to the system as a whole. Our findings suggest that the value of oversight tools for coding agents lies less in making developers trust the agent and more in helping developers feel confident in their own evaluation of agent-made changes. We discuss implications for visual tools that support code comprehension and human oversight in AI-assisted software development.

cs.SE · cs.HC

新论文 · v1arXiv:2611.16287

RiskLens: Human-Informed Incident Transfer for AI Risk Evaluation

Yiliu Tang, Hangyue Zhang, Yun Huang

原文摘要

As AI capabilities advance, early-stage teams need better ways to judge whether historical incidents transfer to new products, demanding support beyond static risk checklists or one-off ideation tools. We present RiskLens, a human-AI workflow with an interactive system built around a live crawl, refreshable ranker, and extensible, human-informed schema. RiskLens analyzes 2,034 AI incidents and 10,443 AI products to rank transferable incidents using a feature schema spanning technical, operational, and user-facing attributes and supports an interface that presents ranked incident evidence, generated scenarios, risk metrics, and mitigation suggestions. In a study with 21 AI-familiar participants, users surfaced evaluation criteria that we added as 13 human-informed dimensions, including harm categories, failure mechanisms, and vulnerable groups. The feature-based model outperformed a generic baseline with an 86.2% win rate, and remained stable on a twenty-month future holdout; after human-informed schema expansion, the updated model outperformed the same baseline on 91.4% of pairs.

cs.HC

版本更新 · v2arXiv:2606.10177

VArify: A Visual Analytics System for Verifying Knowledge Enhanced Large Language Model Responses in Food Science

Sam Yu-Te Lee, Yan To Linus Lam, Manami Nakagawa, Kwan-Liu Ma

原文摘要

Graph Retrieval-Augmented Generation (GraphRAG) grounds Large Language Model (LLM) responses in structured, domain-specific knowledge. However, verification remains difficult because errors can arise at multiple layers: an answer may not be faithful to its retrieved context, the retrieval pipeline may select irrelevant evidence, and the knowledge graph may omit relevant facts or contain incorrect triplets. We present VArify, a visual analytics system for food-science researchers to inspect and repair these layers in a GraphRAG workflow. A formative study with five participants using a conventional chat-and-table interface revealed behaviors reflecting answer anchoring, over-trust, and difficulty tracing multi-hop relationships. In response, VArify combines an evidence-first answer reveal with coordinated chat and hierarchical graph views, provenance inspection, and subquery editing. It connects the generated answer, the retrieval state, and the provenance-linked graph so that researchers can trace discrepancies across them and repair the retrieved context. From a qualitative system-use study on six food science researchers, we characterize how they scrutinize GraphRAG evidence with progressive visual inspection. Our study also reveals an important verification boundary: information absent from both retrieval and a user's knowledge remains unverifiable. We discuss the broader role of visualization in supporting oversight of LLM responses and outline future research directions.

cs.HC

版本更新 · v3arXiv:2510.11954

VizCopilot: Fostering Appropriate Reliance on Enterprise Chatbots with Context Visualization

Sam Yu-Te Lee, Jingya Chen, Albert Calzaretto, Richard Lee, Samir Passi, Alice Ferng, Mihaela Vorvoreanu

原文摘要

Enterprise AI chatbots show promise in supporting knowledge workers in information synthesis tasks by retrieving context from large, heterogeneous databases before generating answers. However, when the retrieved context misaligns with user intentions, these chatbots often produce ``irrelevantly right'' responses that raise the risk of overreliance. To foster appropriate reliance, we need a different approach than asking users to verify chatbot outputs. We posit that human oversight and modification of the context retrieval process can improve the quality of chatbots' outputs and users' awareness, resulting in more appropriate reliance and higher accountability. In this work, we explore this approach through a Research-through-Design study using VizCopilot, a chatbot extended with corpus visualization techniques. Through a within-subject study comparing VizCopilot and a simplified pure-text chatbot, we evaluate the role of visualization in enterprise chatbots and surface future design opportunities for fostering appropriate reliance through context engineering. Our findings show that visualization not only helps users detect and correct misaligned context, but also enhances user agency and system transparency. At the same time, the study reveals limitations regarding verification support and trust in AI summaries. Based on these findings, we discuss how visualization can foster appropriate reliance, the associated design trade-offs, and our vision towards transparent and sustainable human-AI interaction.

cs.HC

版本更新 · v2arXiv:2610.33997

Detecting and Understanding Ambiguity in Visualizations with Role-Playing Vision Language Model Interpretations

Garrick Chan, Yun-Hsin Kuo, Sam Yu-Te Lee, Yinuo Tang, Kwan-Liu Ma

原文摘要

Communicative visualizations can support multiple chart-grounded takeaways, including divergent or conflicting ones; we refer to this variation as interpretive ambiguity. Such ambiguity can undermine a visualization's communicative goal when the supported takeaways diverge from its intended message. Evaluating visualizations with target audiences can surface this variation, but such evaluations can be costly and difficult to scale. In this work, we explore persona-conditioned Vision Language Models (VLMs) as a complementary evaluation tool for interpretive ambiguity. For a given visualization, our pipeline uses topic-relevant personas to elicit candidate contextual takeaways supported by interpretations of perceived visual patterns, such as trends and clusters. We derive a Target--Pattern--Scope framework for comparing these interpretations, use LLM judges to assign Compatible, Disjoint, or Opposing ambiguity labels to statement pairs, and summarize their distribution in an ambiguity profile. To improve chart grounding, we benchmark candidate VLMs on chart comprehension and select the highest-performing model for each chart type. We evaluate statement-pair labeling against human-authored annotations and apply the approach to real-world, public-facing visualizations curated from established datasets. Through case studies, we examine how perceived visual patterns relate to contextual takeaways and how a visualization redesign changes the sampled interpretations. Our findings show how persona-conditioned VLMs can complement human feedback by generating candidate contextual takeaways and surfacing potential ambiguity for further inspection.

cs.HC

新论文 · v1arXiv:2611.16245

Agentic Dashboards: A New Design Paradigm for Visual Analytics

Sam Yu-Te Lee, Yun-Hsin Kuo, Kwan-Liu Ma

原文摘要

Visual analytics systems traditionally combine analytical methods and interactive visualizations into a fixed application specified at the design phase. Coding agents offer a flexible approach: experts could conduct analysis through natural-language instructions. We envision an agentic dashboard as a persistent visual analytics workspace where an agent makes decisions about analytical methods, views, and their coordination within a designer-defined decision space. This approach shifts part of the visualization designer's role from engineering a fixed interface to defining the decisions an agent may make at runtime. We illustrate how such a dashboard could operate with current capabilities and propose criteria for evaluating its behavior and potential failures. As analytical workflows become more fluid and agent-mediated, visualization can help experts maintain awareness, coordinate with agents, and exercise judgment.

cs.HC

版本更新 · v2arXiv:2611.13640

EyeQ: Exploring Corneal Reflection for Mobile Context Sensing

Jaewook Lee, Judith Amores, Donghoon Shin, Bo-Eun Choi, Jason Kim, Davin Win Kyi, Seok-Young Kim, Jon E. Froehlich 等 9 位作者

原文摘要

What if a single face-facing camera could sense your surroundings---through your eyes? We introduce EyeQ, which explores corneal reflection as a modality for context-aware mobile interaction. Traditional vision-based context sensing relies on world-facing cameras that demand explicit aiming or dual-camera setups; EyeQ instead shows that an off-the-shelf VLM can read scene context from corneal reflections captured with a smartphone camera. To recover usable detail from mobile corneal crops, EyeQ pairs on-device iris-guided capture with server-side AI enhancement, then leverages VLMs to extract scene types, names, and objects from warped, unfamiliar eye-image sequences. In an N=10 study, we characterize how capture conditions shape reflection fidelity, evaluate what VLMs detect, misclassify, and hallucinate, and demonstrate interaction opportunities, including detecting a steering wheel to distinguish drivers from passengers. This work reframes the eye in HCI---from a target for gaze estimation to a passive mirror of one's surroundings---and examines the privacy tensions it raises.

cs.HC

新论文 · v1arXiv:2611.16198

"We Are the Dirty Hands": Reimagining an Ambient Intelligence Care System with Professional Caregivers

Andrea Green, Jane L. E, Sneha Jain, Parker Ruth, Matthew Jörke, Sarah L. Billington, James Landay, Andrea Cuadra

原文摘要

While ambient assisted living (AAL) sensing systems offer promise for aging in place, their impacts on professional caregivers are overlooked. We conducted two collective speculation workshops (N=24) with personal health aides (PHAs, n=18) and certified nursing assistants (CNAs, n=6) to examine the ethical implications and value tensions of a care system with ambient intelligence (CSAI), our conceptualization of an AAL. Participants anticipated different implications across care roles and settings. PHAs anticipated additional responsibilities from CSAI, including learning how it operates and supporting older adults in its use. CNAs, who had greater access to workplace resources and protections, similarly noted that CSAI could create additional work. Participants also identified tensions around visibility, as sensing could support caregivers by documenting difficult working conditions while simultaneously making their behavior more vulnerable to misinterpretation. Through their modifications and surfaced discussions, we propose design guidelines for AAL systems, such as integrating context-aware sensing.

cs.HC

新论文 · v1arXiv:2611.16173

Between Niti and Nyaya: A Society-Centered Framework for AI Governance

Snehalkumar `Neil' S. Gaikwad, Punya Aragula, Shiva Kruthi Palpanoori, Pratik Patekar

原文摘要

Governments are making decisions about AI before they can measure its public effects, and those decisions determine whether a person can learn that AI influenced an outcome, challenge it, and see it corrected. Research has documented what AI governance produces: principles, strategies, registers, and audits. However, we lack shared language for understanding AI policy while it is still being made. We introduce the Society-Centered AI Governance Framework, which gives policymakers, researchers, and the public a way to assess instruments in any jurisdiction by whether a person can get notice, challenge a decision, and see it corrected. It reads a jurisdiction's instruments together by date and binding status, separates an agency duty from a right a person can invoke, and traces which later instrument must enforce each commitment. We evaluated it in North Carolina using interviews with nine AI Leadership Council members, conducted before and after the state's 2026 AI roadmap, and a provision-level reading, with human-reviewed model-assisted coding, of 49 AI governance documents from 19 states. For the state's own AI systems, we find visibility-first governance: visibility duties are in effect, notice exists as an agency duty with no right a person can invoke, and AI-specific challenge and correction remain advisory. The roadmap assigns owners and dates to the missing protections, so the gaps are documented but not yet closed. Recent federal preemption proposals focus on AI development, so recourse for a state's own systems is likely to remain a state decision. We identify "legitimacy before protection" as a testable risk of visibility-first governance and name the milestones that would test it. More broadly, judging AI policy by who can act on what it makes visible lets the field assess recourse while policy is still forming, before harm occurs.

cs.AI · cs.CY · cs.HC

新论文 · v1arXiv:2611.16171

MRxD: A Usage-Pattern Framework for Mixed-Reality Cross-Device Interaction

Yang Zhan, Yuxuan Huang, Yuchen Cai, Yichen Andy Yu, Xiaoran Yang, Ye Yuan, Qiao Jin

原文摘要

Mixed reality (MR) cross-device experiences often combine MR headsets with non-immersive devices such as laptops, tablets, and phones. Yet such cross-device design remains challenging because users must coordinate workflows across heterogeneous devices with different roles. This motivates our focus on usage patterns: recurrent ways in which people distribute and coordinate work across devices. Through a systematic analysis of 238 MR cross-device papers, we developed MRxD, a usage-pattern framework organized around three dimensions: user attention, task relatedness, and cognitive symmetry. Using these dimensions, we identified six usage patterns and synthesized the design strategies commonly used within each pattern. We further investigated the framework's application in design practice through a workshop (n=6) and the results suggest that MRxD can guide pattern-based design exploration and identify blind spots. We further discuss how usage patterns may shift or combine, and outline research gaps and design implications for future MR cross-device systems.

cs.HC

新论文 · v1arXiv:2611.16108

How Do People Debug Complex SQL Queries With LLMs? A Qualitative Study

Nicole Sullivan, Ella Cao, Leilani Battle, Magdalena Balazinska

原文摘要

While LLMs are increasingly used in various contexts, we lack a fundamental understanding of how they impact SQL query debugging. In response, we conducted a user study with 16 participants of varying SQL expertise, examining how they debug complex SQL queries with and without LLM support. Initial benchmarking indicated that our selected models are already capable SQL debuggers. Qualitative analyses of our study data revealed that while participants trusted the LLM, they varied widely in how and whether they delegated debugging tasks to the LLMs, which we characterized through a new three-state model of participants' SQL reasoning processes. Additionally, participants enforced specific collaborative roles for the LLM such as TA or sounding board, which participants controlled by withholding context from the LLM. These findings suggest that LLM-based tools could enable preset role selection, broader context management, and flexible automation features, including low automation options, to support SQL debugging moving forward.

cs.HC