Computer Science / Human-Computer Interaction

All posts under category "Computer Science / Human-Computer Interaction"

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Sabrina  Modeling and Visualization of Economic Data with Incremental Domain Knowledge

Sabrina Modeling and Visualization of Economic Data with Incremental Domain Knowledge

Investment planning requires knowledge of the financial landscape on a large scale, both in terms of geo-spatial and industry sector distribution. There is plenty of data available, but it is scattered across heterogeneous sources (newspapers, open data, etc.), which makes it difficult for financial analysts to understand the big picture. In this paper, we present Sabrina, a financial data analysis and visualization approach that incorporates a pipeline for the generation of firm-to-firm financial transaction networks. The pipeline is capable of fusing the ground truth on individual firms in a region with (incremental) domain knowledge on general macroscopic aspects of the economy. Sabrina unites these heterogeneous data sources within a uniform visual interface that enables the visual analysis process. In a user study with three domain experts, we illustrate the usefulness of Sabrina, which eases their analysis process.

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Bridging Information Security and Environmental Criminology to Better Mitigate Cybercrime

Bridging Information Security and Environmental Criminology to Better Mitigate Cybercrime

Cybercrime is a complex phenomenon that spans both technical and human aspects. As such, two disjoint areas have been studying the problem from separate angles the information security community and the environmental criminology one. Despite the large body of work produced by these communities in the past years, the two research efforts have largely remained disjoint, with researchers on one side not benefitting from the advancements proposed by the other. In this paper, we argue that it would be beneficial for the information security community to look at the theories and systematic frameworks developed in environmental criminology to develop better mitigations against cybercrime. To this end, we provide an overview of the research from environmental criminology and how it has been applied to cybercrime. We then survey some of the research proposed in the information security domain, drawing explicit parallels between the proposed mitigations and environmental criminology theories, and presenting some examples of new mitigations against cybercrime. Finally, we discuss the concept of cyberplaces and propose a framework in order to define them. We discuss this as a potential research direction, taking into account both fields of research, in the hope of broadening interdisciplinary efforts in cybercrime research.

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Exploring World Maps in Virtual Reality  Comparing 3D Exocentric Globes, Flat Maps, Egocentric 3D Globes, and Curved Maps

Exploring World Maps in Virtual Reality Comparing 3D Exocentric Globes, Flat Maps, Egocentric 3D Globes, and Curved Maps

This paper explores different ways to render world-wide geographic maps in virtual reality (VR). We compare (a) a 3D exocentric globe, where the user s viewpoint is outside the globe; (b) a flat map (rendered to a plane in VR); (c) an egocentric 3D globe, with the viewpoint inside the globe; and (d) a curved map, created by projecting the map onto a section of a sphere which curves around the user. In all four visualisations the geographic centre can be smoothly adjusted with a standard handheld VR controller and the user, through a head-tracked headset, can physically move around the visualisation. For distance comparison, exocentric globe is more accurate than egocentric globe and flat map. For area comparison, more time is required with exocentric and egocentric globes than with flat and curved maps. For direction estimation, the exocentric globe is more accurate and faster than the other visual presentations. Our study participants had a weak preference for the exocentric globe. Generally, the curved map had benefits over the flat map. In almost all cases the egocentric globe was found to be the least effective visualisation. Overall, our results provide support for the use of exocentric globes for geographic visualisation in mixed-reality.

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Can I Trust You? A User Study on Robot-Mediated Support Groups

Can I Trust You? A User Study on Robot-Mediated Support Groups

Socially assistive robots have the potential to improve group dynamics when interacting with groups of people in social settings. This work contributes to the understanding of those dynamics through a user study of trust dynamics in the novel context of a robot mediated support group. For this study, a novel framework for robot mediation of a support group was developed and validated. To evaluate interpersonal trust in the multi-party setting, a dyadic trust scale was implemented and found to be uni-factorial, validating it as an appropriate measure of general trust. The results of this study demonstrate a significant increase in average interpersonal trust after the group interaction session, and qualitative post-session interview data report that participants found the interaction helpful and successfully supported and learned from one other. The results of the study validate that a robot-mediated support group can improve trust among strangers and allow them to share and receive support for their academic stress.

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I Feel You  A Theory of Mind Experiment in Games

I Feel You A Theory of Mind Experiment in Games

In this study into the player s emotional theory of mind of gameplaying agents, we investigate how an agent s behaviour and the player s own performance and emotions shape the recognition of a frustrated behaviour. We focus on the perception of frustration as it is a prevalent affective experience in human-computer interaction. We present a testbed game tailored towards this end, in which a player competes against an agent with a frustration model based on theory. We collect gameplay data, an annotated ground truth about the player s appraisal of the agent s frustration, and apply face recognition to estimate the player s emotional state. We examine the collected data through correlation analysis and predictive machine learning models, and find that the player s observable emotions are not correlated highly with the perceived frustration of the agent. This suggests that our subject s theory of mind is a cognitive process based on the gameplay context. Our predictive models---using ranking support vector machines---corroborate these results, yielding moderately accurate predictors of players theory of mind.

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Button Simulation and Design Using FDVV Models

Button Simulation and Design Using FDVV Models

Designing a push-button with desired sensation and performance is challenging because the mechanical construction must have the right response characteristics. Physical simulation of a button s force-displacement (FD) response has been studied to facilitate prototyping; however, the simulations scope and realism have been limited. In this paper, we extend FD modeling to include vibration (V) and velocity-dependence characteristics (V). The resulting FDVV models better capture tactility characteristics of buttons, including snap. They increase the range of simulated buttons and the perceived realism relative to FD models. The paper also demonstrates methods for obtaining these models, editing them, and simulating accordingly. This end-to-end approach enables the analysis, prototyping, and optimization of buttons, and supports exploring designs that would be hard to implement mechanically.

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Optimizing Gait Graphs  Generating Adaptive Gaits from a Base Gait for Lower-Limb Rehabilitation Exoskeletons

Optimizing Gait Graphs Generating Adaptive Gaits from a Base Gait for Lower-Limb Rehabilitation Exoskeletons

The most concentrated application of lower-limb rehabilitation exoskeleton (LLE) robot is that it can help paraplegics re-walk . However, walking in daily life is more than just walking on flat ground with fixed gait. This paper focuses on variable gaits generation for LLE robot to adapt complex walking environment. Different from traditional gaits generator for biped robot, the generated gaits for LLEs should be comfortable to patients. Inspired by the pose graph optimization algorithm in SLAM, we propose a graph-based gait generation algorithm called gait graph optimization (GGO) to generate variable, functional and comfortable gaits from one base gait collected from healthy individuals to adapt the walking environment. Variants of walking problem, e.g., stride adjustment, obstacle avoidance, and stair ascent and descent, help verify the proposed approach in simulation and experimentation. We open source our implementation.

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A Comprehensive Study on Temporal Modeling for Online Action Detection

A Comprehensive Study on Temporal Modeling for Online Action Detection

Online action detection (OAD) is a practical yet challenging task, which has attracted increasing attention in recent years. A typical OAD system mainly consists of three modules a frame-level feature extractor which is usually based on pre-trained deep Convolutional Neural Networks (CNNs), a temporal modeling module, and an action classifier. Among them, the temporal modeling module is crucial which aggregates discriminative information from historical and current features. Though many temporal modeling methods have been developed for OAD and other topics, their effects are lack of investigation on OAD fairly. This paper aims to provide a comprehensive study on temporal modeling for OAD including four meta types of temporal modeling methods, ie temporal pooling, temporal convolution, recurrent neural networks, and temporal attention, and uncover some good practices to produce a state-of-the-art OAD system. Many of them are explored in OAD for the first time, and extensively evaluated with various hyper parameters. Furthermore, based on our comprehensive study, we present several hybrid temporal modeling methods, which outperform the recent state-of-the-art methods with sizable margins on THUMOS-14 and TVSeries.

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GUIComp  A Real-Time, Multi-Faceted GUI Design Assistant

GUIComp A Real-Time, Multi-Faceted GUI Design Assistant

Users may face challenges while designing graphical user interfaces, due to a lack of relevant experience and guidance. This paper aims to investigate the issues that users with no experience face during the design process, and how to resolve them. To this end, we conducted semi-structured interviews, based on which we built a GUI prototyping assistance tool called GUIComp. This tool can be connected to GUI design software as an extension, and it provides real-time, multi-faceted feedback on a user s current design. Additionally, we conducted two user studies, in which we asked participants to create mobile GUIs with or without GUIComp, and requested online workers to assess the created GUIs. The experimental results show that GUIComp facilitated iterative design and the participants with GUIComp had better a user experience and produced more acceptable designs than those who did not.

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Towards Automated Infographic Design  Deep Learning-Based Auto-Extraction of Extensible Timelines

Towards Automated Infographic Design Deep Learning-Based Auto-Extraction of Extensible Timelines

Designers need to consider not only perceptual effectiveness but also visual styles when creating an infographic. This process can be difficult and time consuming for professional designers, not to mention non-expert users, leading to the demand for automated infographics design. As a first step, we focus on timeline infographics, which have been widely used for centuries. We contribute an end-to-end approach that automatically extracts an extensible timeline template from a bitmap image. Our approach adopts a deconstruction and reconstruction paradigm. At the deconstruction stage, we propose a multi-task deep neural network that simultaneously parses two kinds of information from a bitmap timeline 1) the global information, i.e., the representation, scale, layout, and orientation of the timeline, and 2) the local information, i.e., the location, category, and pixels of each visual element on the timeline. At the reconstruction stage, we propose a pipeline with three techniques, i.e., Non-Maximum Merging, Redundancy Recover, and DL GrabCut, to extract an extensible template from the infographic, by utilizing the deconstruction results. To evaluate the effectiveness of our approach, we synthesize a timeline dataset (4296 images) and collect a real-world timeline dataset (393 images) from the Internet. We first report quantitative evaluation results of our approach over the two datasets. Then, we present examples of automatically extracted templates and timelines automatically generated based on these templates to qualitatively demonstrate the performance. The results confirm that our approach can effectively extract extensible templates from real-world timeline infographics.

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A Platform for Interactive AI Character Experiences

A Platform for Interactive AI Character Experiences

From movie characters to modern science fiction - bringing characters into interactive, story-driven conversations has captured imaginations across generations. Achieving this vision is highly challenging and requires much more than just language modeling. It involves numerous complex AI challenges, such as conversational AI, maintaining character integrity, managing personality and emotions, handling knowledge and memory, synthesizing voice, generating animations, enabling real-world interactions, and integration with physical environments. Recent advancements in the development of foundation models, prompt engineering, and fine-tuning for downstream tasks have enabled researchers to address these individual challenges. However, combining these technologies for interactive characters remains an open problem. We present a system and platform for conveniently designing believable digital characters, enabling a conversational and story-driven experience while providing solutions to all of the technical challenges. As a proof-of-concept, we introduce Digital Einstein, which allows users to engage in conversations with a digital representation of Albert Einstein about his life, research, and persona. While Digital Einstein exemplifies our methods for a specific character, our system is flexible and generalizes to any story-driven or conversational character. By unifying these diverse AI components into a single, easy-to-adapt platform, our work paves the way for immersive character experiences, turning the dream of lifelike, story-based interactions into a reality.

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AI Allies at Midnight  Crisis Support Through Conversational Bots

AI Allies at Midnight Crisis Support Through Conversational Bots

Online, people often recount their experiences turning to conversational AI agents (e.g., ChatGPT, Claude, Copilot) for mental health support -- going so far as to replace their therapists. These anecdotes suggest that AI agents have great potential to offer accessible mental health support. However, it s unclear how to meet this potential in extreme mental health crisis use cases. In this work, we explore the first-person experience of turning to a conversational AI agent in a mental health crisis. From a testimonial survey (n = 53) of lived experiences, we find that people use AI agents to fill the in-between spaces of human support; they turn to AI due to lack of access to mental health professionals or fears of burdening others. At the same time, our interviews with mental health experts (n = 16) suggest that human-human connection is an essential positive action when managing a mental health crisis. Using the stages of change model, our results suggest that a responsible AI crisis intervention is one that increases the user s preparedness to take a positive action while de-escalating any intended negative action. We discuss the implications of designing conversational AI agents as bridges towards human-human connection rather than ends in themselves.

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SoulSeek  Exploring the Use of Social Cues in LLM-based Information Seeking

SoulSeek Exploring the Use of Social Cues in LLM-based Information Seeking

Social cues, which convey others presence, behaviors, or identities, play a crucial role in human information seeking by helping individuals judge relevance and trustworthiness. However, existing LLM-based search systems primarily rely on semantic features, creating a misalignment with the socialized cognition underlying natural information seeking. To address this gap, we explore how the integration of social cues into LLM-based search influences users perceptions, experiences, and behaviors. Focusing on social media platforms that are beginning to adopt LLM-based search, we integrate design workshops, the implementation of the prototype system (SoulSeek), a between-subjects study, and mixed-method analyses to examine both outcome- and process-level findings. The workshop informs the prototype s cue-integrated design. The study shows that social cues improve perceived outcomes and experiences, promote reflective information behaviors, and reveal limits of current LLM-based search. We propose design implications emphasizing better social-knowledge understanding, personalized cue settings, and controllable interactions.

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TRAP Alert  Defending Web Agents from Task Hijacks

TRAP Alert Defending Web Agents from Task Hijacks

Web-based agents powered by large language models are increasingly used for tasks such as email management or professional networking. Their reliance on dynamic web content, however, makes them vulnerable to prompt injection attacks adversarial instructions hidden in interface elements that persuade the agent to divert from its original task. We introduce the Task-Redirecting Agent Persuasion Benchmark (TRAP), an evaluation for studying how persuasion techniques misguide autonomous web agents on realistic tasks. Across six frontier models, agents are susceptible to prompt injection in 25 % of tasks on average (13 % for GPT-5 to 43 % for DeepSeek-R1), with small interface or contextual changes often doubling success rates and revealing systemic, psychologically driven vulnerabilities in web-based agents. We also provide a modular social-engineering injection framework with controlled experiments on high-fidelity website clones, allowing for further benchmark expansion.

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