More than 430 million people worldwide live with disabling hearing loss. Although people with hearing loss are legally permitted to drive and may benefit from conditionally automated vehicles, SAE Level 3 systems still require drivers to respond to takeover requests when automation reaches its limits. Existing takeover requests often rely on auditory information, yet little evidence addresses visual and tactile designs for drivers who cannot rely on sound. This driving-simulator study with 40 participants examined the effects of information type (instructional, informative, and baseline), signal type (visual, tactile, and visual-tactile), and hearing condition (normal hearing and simulated hearing impairment) on takeover performance. Information type significantly affected reaction time, with baseline displays producing the shortest times. Signal type significantly affected reaction and takeover time, with visual-tactile displays producing the shortest times. The interaction between signal type and information type was significant for all three measures. Visual-tactile displays produced the shortest reaction times within every information type. With visual-tactile signaling, simple baseline alerts prompted the fastest reactions and the most abrupt maneuvers, whereas informative content produced the lowest mean maximum resulting acceleration. Hearing condition showed no significant main effect on any measure. These findings suggest that AI-enabled vehicles can support urgent takeover communication through visual-tactile displays and can adapt message content to the time available and the maneuver quality required, with implications for drivers across hearing abilities.
Digital Twins (DTs) have emerged as a key technology for improving the monitoring, optimization, and automation of manufacturing systems. However, existing Cyber-Physical Machine Tool (CPMT) implementations primarily represent the machine tool, while the machining process remains only partially synchronized with its physical counterpart. This paper extends a previously presented CPMT framework by introducing a hierarchical DT framework that simultaneously maintains DTs of both the machine tool and the machining process. The proposed framework integrates real-time CNC operational data, a voxel-based workpiece representation, synchronized process vibration measurements, and a persistent part DT repository for process replay, traceability, and future synthetic data generation.
Experimental evaluation demonstrated real-time operation at a 20 Hz machining-state update rate, interactive visualization exceeding 100 frames per second, and a mean depth reconstruction error of 0.16 mm. The implementation provides a foundation for AI-assisted machining applications while preserving the machine tool monitoring and teleoperation capabilities.
Khalil Chakal, Tero Kaarlela, Jose Outeiro et al.· 0 citations
As artificial intelligence (AI) is increasingly integrated into social-emotional learning (SEL) initiatives, the need for evidence-based policy has become paramount. We systematically reviewed 65 peer-reviewed papers that examine the intersection of AI and SEL to investigate how these studies articulate policy implications. Our analysis revealed a substantial "policy deficit" in the current AI x SEL literature: nearly three-quarters of the studies did not mention policy implications at all. Using the "WH-question" framework (Who, What, Why, When/Where, and How), we map the policy implications narratives present in the literature and show that they often lack the specificity and actor-oriented guidance required for effective evidence-informed policymaking. We find a significant association between publication venue and policy engagement, suggesting that current academic incentive structures may prioritize technical innovation and pedagogical feasibility over explicit engagement with governance and regulation. This study identifies a "techno-solutionist" trap, where technical potential is foregrounded while the institutional conditions for responsible implementation remain under-specified. We conclude by proposing a shift from "implication-as-afterthought" to "implication-as-methodology" and offer a set of actionable guidelines for researchers, editors, reviewers, and policymakers to bridge the gap between AI innovation and educational governance. Rather than presenting policy as a generic ethical horizon, we argue that AI-SEL studies should systematically specify Who should act, What actions are recommended, Why these actions are needed, When and Where they apply, and How strongly they are framed, thereby strengthening the translation of AI x SEL innovation into educational policy and practice.
Tran Van Cuong, Liu Yihan, Nguyen Van Tuong· 0 citations
Constructing interactive visualizations has traditionally required substantial human effort, involving both technical implementation and design decision-making. Recently, vibe coding, a programming paradigm leveraging Large Language Models to generate, interpret, and refactor code from natural language specifications, has emerged as a promising approach to reduce the burden. However, the capabilities and limitations of vibe coding in building interactive visualizations remain unexplored. To address this gap, we conducted a user study with 78 participants that were tasked with constructing interactive visualizations using vibe coding. We further collected users feedback through questionnaires, interviews, and case analyses. Based on this study, we examine (1) the capabilities and (2) user experience of vibe coding in generating interactive visualizations, and (3) the practical human-agent collaboration strategies adopted. Our findings provide the first systematic assessment of vibe coding for interactive visualization construction, revealing both its strengths and limitations, explaining the shift in developer labor and identifying the hybrid collaboration strategies participants adopted. Furthermore, our study offers insights for more intuitive and robust vibe coding practices.
Yanshan Zeng, Ruixuan Tu, Zuo Xiang et al.· 0 citations
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Wrist Electrical Impedance Tomography (EIT) senses hand gestures from muscle- and tendon-driven impedance changes, but prior wrist-EIT systems require electrode coverage beyond the watch-back contact patch and separate analog front ends. We present EITWatch, the first wrist-EIT system built around smartwatch case-back geometry, asking whether this contact patch alone can support gesture recognition: eight planar electrodes in a 31 mm ring acquire 35 impedance measurements at 48 Hz. Because a planar array cannot encircle the wrist, EITWatch uses multi-depth scanning to sample multiple source-sink distances and current paths; it beat matched adjacent injection by 15.1/10.4 percentage points (macro/micro) across all 12 participants. In a prompted study, within-session leave-one-round-out accuracy reached 91.4%/92.5% (window/trial) for six macro-gestures, and 90.1%/91.5% (window/segment) for five micro-gestures plus relax; window-level cross-session and leave-one-user-out transfer reached 73.2%/70.4% and 63.1%/55.3% (macro/micro).
Floating things invite touch. We present Feelium, a blimp-based telepresence platform that enables visual embodiment and touch interaction through its inflatable skin. Through a VR headset, a remote person inhabits the blimp, looking out of it first-person, appearing on its skin as a face or avatar, and steering it through the room. Partners in the room pat it, press a palm against it, draw on it, or lean into it; the skin senses each contact, renders it into the wearer's view in VR spaces. Touch thus provides a physical interaction channel for remote presence, turning the skin into a shared surface between remote and co-located partners.
George Xi Wang, Henghao Li, Shan Lin et al.· 0 citations
Understanding how everyday behaviors influence body weight is essential for designing effective and personalized health interventions. Existing studies largely rely on self-reported questionnaires or limited sensing modalities, making it difficult to capture the temporal dynamics of daily behavior. In this work, we analyze the DiversityOne dataset, comprising four weeks of passive smartphone sensing and ecological momentary assessments collected from 453 university students across eight countries. We extract behavioral features spanning dietary habits, physical activity, screen time, and smartphone usage, and investigate their associations with self-reported Body Mass Index (BMI). Beyond feature-level analysis, we employ Hidden Markov Models (HMMs) to uncover latent behavioral patterns. Our analysis reveals that higher BMI is associated with more frequent consumption of soda, alcohol, and processed meat. We further reveal that overweight and obese individuals spend longer periods in food delivery apps and are more likely to transition back to unhealthy eating and drinking routines after starting to exercise. In contrast, normal-weight individuals lead a more balanced lifestyle. These findings highlight key behavioral patterns that make weight loss particularly challenging.
Generative AI is increasingly being introduced into expressive arts therapy, where it is often credited with offering a non-judgmental environment that supports psychological safety. Existing HCI work has largely positioned AI as a co-creative material or as a bridge/mediator into human-led care. This paper explores a different position. When a patient performs the same drama therapy task with an AI partner and with a human partner, the resulting self-presentations tend to differ in patterned ways. We propose treating this difference, the Interaction Gap, as a diagnostic lens within drama therapy. Rather than asking which context elicits a truer self, the lens reads the difference between the two performances as information about the social pressures shaping self-expression in each context. We sketch a starting point for task design and measurement signals grounded in drama therapy's existing use of role and aesthetic distance, and raise provocations for workshop discussion: the observer effect and privacy paradox that measurement introduces, and the question of whose lens the gap is.
Estimating viewing distance from gaze behavior is essential for understanding user intent and enabling distance-aware interactive systems. However, most existing eye-tracking datasets have been collected in constrained settings, such as laboratory environments or static tasks. Consequently, they only partially capture viewing behaviors in real-world situations where viewing distance changes with natural head and body movements. We introduce GazeDepth, an eye-tracking dataset collected from 19 participants using a wearable tracker during tasks reflecting real-world scenarios. GazeDepth includes fixed-distance viewing scenarios with constant observer-target distances at near (33 cm), middle (50 cm), and far (300 cm), as well as variable-distance viewing scenarios in which participants shift gaze among targets at different depths in indoor and outdoor environments. The dataset provides synchronized gaze data, pupil size, 3D eye-vectors, and head-motion signals, along with distance labels. Statistical analyses showed that distance-related gaze features, such as vergence angle and estimated viewing distance, differed consistently across viewing-distance categories. In addition, classification models trained on GazeDepth further demonstrated that the dataset captures gaze characteristics that distinguish the three viewing-distance categories, supporting gaze-based distance inference and distance-aware interaction in realistic scenarios.
Dohwa Kim, Yejin Choi, Seungbok Lee et al.· 0 citations
In collaborative VR, asymmetric access to haptic hardware creates a critical information gap: tactile evidence remains private to the haptic user, hindering the shared understanding needed for joint decision-making. While prior work has explored crossmodal sensory cues in virtual environments, it remains unclear how such cues should be designed for asymmetric collaboration, where collaborators receive information through different modalities. In our setting, the haptic user feels roughness through fingertip vibration, whereas the non-haptic user relies on vision alone. To reduce this asymmetry, we propose externalizing an object's tactile state through a glanceable hand-outline visual proxy. Specifically, we examine whether abstract visual roughness cues based on line shape and motion can encode three discrete roughness levels for both haptic and non-haptic users. Two preliminary studies establish a shared visual semantics by identifying visually distinguishable cues for non-haptic users and validating their visuo-haptic correspondence for haptic users. In a main study of a collaborative sorting task, showing this visualization on both users' hands significantly reduced completion time relative to a no-visualization baseline. Moreover, NU-side cue visibility was associated with higher confidence and perceived contribution for the non-haptic user. These findings show that hand-anchored abstract visual cues provide a lightweight means of externalizing object tactile state, reducing information asymmetry without compromising social presence.
Minju Baeck, Yoonseok Shin, Hyunjin Lee et al.· 0 citations
Online communities face a constant battle against toxicity and misinformation. While human moderators struggle to keep pace with the volume of content, LLMs offer a promising solution for automatically generating constructive responses and shaping online interactions. This paper preliminarily investigates if LLMs can mimic the communication styles of Reddit users using their comment history as context. We evaluate two prompting approaches: predicting a target comment and filling in masked comments. We find that LLMs outperform expectations at replicating comment structure and formality, but struggle to accurately capture nuanced emotions, e.g. understating joy and overstating anger. These findings highlight a promising direction for LLMs in guiding online conversations towards prosociality influencing emergent communication patterns and norms within the community. The results of our study inspire future work with more rigorous methods of evaluation to explore the LLMs' effectiveness across diverse online communities to better understand their broader societal impact.
Vedaant Jain, Yoshee Jain, Ishq Gupta et al.· 0 citations
Building effective AI systems increasingly depends on writing high-quality task requirements, yet users often struggle to articulate the constraints, preferences, and edge cases that determine success. This problem is especially acute in AI development, where behavior is shaped not only by human expectations but also by data characteristics. We present AREAs-Lab, an interactive environment for AI-driven Requirement Elicitation for AI systems. In AREAs-Lab, an assistant iteratively refines an initially incomplete requirement by analyzing the underlying dataset and asking targeted clarification questions to uncover the user's latent intent. To study this setting systematically, we construct a synthetic benchmark grounded in 16 public datasets spanning diverse domains and task types. Each benchmark instance includes a user profile, a complete reference requirement, and an intentionally underspecified version that serves as the assistant's starting point. We further introduce an automated evaluation pipeline based on an AI-simulated user that reveals hidden information only when appropriately prompted, enabling scalable and reproducible assessment of interactive elicitation quality. AREAs-Lab provides a controlled testbed for studying how AI assistants can transform vague user goals into actionable requirements for AI systems.
Pengshan Cai, Zihao Zhang, Ting Jin et al.· 0 citations
A new method, called CW-Net, translates the reasoning process of an autonomous vehicle’s AI system into understandable concepts that explain its behavior.
Known for his clear and elegant writing style, Bertsekas shaped fields from control and optimization to large-scale computation and artificial intelligence.