Papers for

human factors engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Electrical stimulation at neck changes stress but arm does not

ElectroCalm: Investigating User Experience and Physiological Responses to Multi-Node Transcutaneous Electrical Stimulation for Stress Modulation

Abstract: Transcutaneous Electrical Stimulation (TES) for stress modulation has largely focused on vagus nerve stimulation at the neck, yet two questions remain underexplored: how users experience electrotactile sensations at this sensitive site, and whether electrotactile feedback itself can function as a haptic stress intervention. To investigate this gap, we applied an 8-node TES array to two body sites during a cognitively demanding 2-back task: the neck, a site used in prior vagal TES research for its anatomical proximity to the cervical vagus nerve, and the arm, the most common haptic wearable site, which primarily provides cutaneous electrotactile sensation without vagal access. In a usability study, both sites were rated as comparably comfortable without disrupting task performance, though the same stimulation was interpreted differently across sites. A second study assessing the physiological effects of active versus inactive stimulation under identical electrode attachment revealed that only neck TES produced cortical and autonomic changes consistent with stress modulation, while arm TES did not differ from inactive conditions. These findings suggest that neck TES can be acceptable despite the site's sensitivity, and that both the physiological effects and the sensory experience of TES depend on placement.

Thu 15 OctHuman-Computer Interaction
The gist
Stress can sometimes be reduced by using small electrical signals on the body, but it wasn’t clear whether people feel these signals differently depending on where they are placed, or if the feeling itself helps with stress. The researchers tested electrical stimulation on the neck, near a nerve linked to stress control, and on the arm, which only causes skin sensations. They found that while both places felt comfortable and didn’t distract from a mental task, only stimulation on the neck produced signs in the brain and body that matched stress reduction. This means where the stimulation happens matters for both how it feels and how it affects stress.
Open → 2610.22748v1

Extended reality offers new ways to study human brain and behavior

Moving Beyond the Flat Screen: Opportunities and Challenges of Extended Reality for Studying Human Brain and Behavior

Abstract: Much of what we know about human perception and cognition comes from austere experimental settings: static stimuli presented to sedentary observers on flat monitors, complex responses reduced to simple button presses, and brain activity recorded from immobilized heads using EEG or fMRI. These highly controlled paradigms have provided remarkable insights, but capture a small and often unusual slice of behavior, raising questions about how well the findings generalize to the real world. Extended reality (XR), spanning both immersive virtual reality (VR) and augmented reality (AR) that overlays digital content on the real world, offers a way beyond these constraints, supporting controlled, reproducible experiments in which participants actively engage with three-dimensional tasks. Drawing on a growing body of VR and AR studies of attention, memory, and language -- our own and others', some involving EEG -- we outline what XR makes newly possible for cognitive neuroscience and reflect on the practical and conceptual obstacles that remain. The opportunities are substantial, but realizing them requires solving practical problems of hardware, timing, and measurement, and being realistic about what a virtual or augmented world can and cannot stand in for.

Tue 13 OctHuman-Computer Interaction
The gist
Most brain and behavior studies happen with people sitting still looking at flat screens, which doesn't fully match how we act in real life. The authors discuss how extended reality (XR), which includes virtual reality and augmented reality, lets researchers create more lifelike experiments where people move and interact naturally. These XR studies could reveal more about attention, memory, and language, but there are still challenges like hardware limits and measuring brain activity accurately. The authors highlight both the exciting possibilities and the practical problems of using XR in brain research.
Open → 2610.19199v1

False alerts in AI colonoscopy tools distract doctors for seconds

Gaze responses to false-positive computer-aided detection prompts during colonoscopy: a paired-video and real-time eye-tracking study

Abstract: False-positive computer-aided detection (CADe) prompts may divert endoscopists' attention during colonoscopy, yet the attentional impact of individual prompts remains unclear. We used event-locked eye tracking to quantify gaze attraction and attention occupation in complementary retrospective and prospective studies. In a retrospective paired-video experiment, 3 senior and 2 novice endoscopists viewed 60 colonoscopy videos with and without CADe. The prospective study recorded gaze during 42 real-time CADe-assisted colonoscopies performed by 9 senior endoscopists. Screened CADe prompts outside expert-annotated lesion windows were classified as false-positive artifact events. False-positive prompts attracted gaze in 48.6% (68/140) of retrospective observations and 65.2% (533/817) of prospective events. Among attraction events with complete recovery, median attention occupation lasted 1000 ms in the retrospective study and 1100 ms in the prospective study. Corresponding median prompt durations were 33 ms and 267 ms, with median time amplifications of 17.55-fold and 5.15-fold, respectively. In paired retrospective comparisons, visible artifact prompts drew gaze closer to the prompted region than did the same-coordinate unassisted reference. Secondary retrospective analyses showed high lesion gaze recognition without and with CADe (98.0% versus 99.0%). First gaze entry into lesion regions occurred 147.8 ms earlier with CADe. Across controlled and real-time clinical settings, false-positive CADe prompts frequently captured gaze, with attention persisting beyond prompt visibility. These findings support considering prompt-related attentional burden in CADe evaluation and design.

Tue 22 SeptArtificial Intelligence
The gist
During colonoscopies, computer tools highlight spots that might be problems, but sometimes these alerts are wrong. The authors studied how often doctors’ eyes move to these wrong alerts and for how long they stay focused there. They found that doctors look at false alerts almost half to two-thirds of the time, and their attention lingers even after the alert disappears. This could slow down doctors or distract them during exams. The study suggests AI design should consider this distraction to make tools more helpful.
Open → 2609.25581v1

TeamCAMS open source platform simulates human AI teamwork scenarios

TeamCAMS: An Open-Source Research Platform for Studying Human Behaviour in Human-AI Teams

Abstract: In this article, we present TeamCAMS (Cabin Air Management System), a collaborative work environment for simulating human-AI (artificial intelligence) interaction for scientific research. The article outlines how several psychological theories guided the development of this multiple-task simulation. Modelling a process control environment, previous versions of TeamCAMS have already been used in empirical studies to address a wide range of research questions (e.g., comparing different forms of automation, evaluating impact of automation reliability, effects of stress on multiple-task performance). Outlining the technical possibilities offered by TeamCAMS, the article points out how its latest version offers researchers the possibility of addressing a set of new research questions including problems associated with teamwork (e.g., within-team conflict, distributed teamwork) and human-AI interaction. Finally, we will outline how this simulation environment can be enhanced further still to address research questions in new fields (e.g., automation of leadership). To promote transparency, reproducibility, and further development, TeamCAMS is made available to the research community under an open-source license.

Thu 17 SeptHuman-Computer Interaction
The gist
Managing teamwork between people and AI can be complicated. The authors created TeamCAMS, a computer simulation where researchers test how humans and AI interact while working on multiple tasks, like controlling a system. Past versions helped study effects like stress and automation reliability on performance. The newest version adds ways to explore teamwork issues like conflicts and leadership automation. TeamCAMS is freely available to encourage more research and improvements.
Open → 2609.20490v1

Teleoperation robots adjust help by reading operator emotions and motions

Affective Shared Autonomy: Temporal Affect Dynamics and Subjective Evaluation in Bimanual Teleoperation Tasks

Abstract: Physical teleoperation integrates human cognitive flexibility with robotic precision, yet demanding manipulation tasks frequently induce severe cognitive workload, acute frustration, and execution breakdown. Conventional shared autonomy paradigms rely primarily on task-based rules, such as spatial error boundaries, which disregard the operator's transient affective state and risk misaligned control interventions. To address this limitation, we propose an affect-aware shared autonomy teleoperation framework that dynamically modulates robotic assistance based on real-time operator state estimation. The system estimates operator affective states from synchronized facial video, cardiac signals, and bilateral arm kinematics, outputting a seven-state affective distribution and a three-category operational abstraction (neutral, productive, adverse). Affect-aware assistance is selectively triggered when the user is detected in a continuous adverse state, preserving task-positive engagement without unnecessary disruption. The empirical user study ($N = 30$) confirms that the proposed affective assistance increases the productive states by up to 39.7% without compromising user agency. The collected dataset represents the first multimodal dataset that provides continuous visual, physiological, and operator's bilateral motion tracking of temporal affective state shifts during bimanual teleoperation. Our multimodal fusion model outperforms zero-shot baselines (Qwen, MiniCPM-V) in tracking temporal state dynamics. This real-world deployment offers a new human-centric framework that integrates visual, physiological, and motion tracking for physical human-robot interaction.

Thu 17 SeptRoboticsHuman-Computer Interaction
The gist
Using robots to control things remotely can be hard and frustrating for people, leading to mistakes and stress. The authors created a system that watches a person's face, heart signals, and arm movements to figure out how they're feeling while controlling a robot. When the system detects the person is upset or struggling, it gently steps in to help without taking full control. This approach helped people stay focused and feel more positive during tricky two-handed tasks. The authors also collected a new dataset with all these signals to better understand how feelings change over time during these operations.
Open → 2609.19802v1

Workload and trust differ in virtual versus real human robot teaming

Examining the Difference in Human Behavior Between Virtual and Real-World Human-Robot Teaming

Abstract: Prototyping and evaluating human-robot teaming (HRT) scenarios in the real-world is costly. Virtual simulation of HRT scenarios has been adopted as an alternative to conducting user studies in the real-world to investigate user perceptions, behaviors, and performance during human-robot interactions. The consistency of human behavior between the real and virtual-worlds is integral to the validity of utilizing such virtual experimentation. This paper presents a user study examining the difference in human behavior between an HRT scenario conducted in a virtual vs real environment. We employed mixed-methods to examine team performance and human factors during the HRT. Our quantitative results showed a significant difference in workload between the two modalities. Our qualitative analysis expanded on the quantitative results and found differences in participants' strategy, their mental model of robots, and the type of trust they had for robots between modalities.

Wed 16 SeptRoboticsHuman-Computer Interaction
The gist
Working with robots in virtual reality can feel different from working with robots in the real world. This study compares how people behave and feel when teaming with robots in both settings. The researchers found that people experienced different levels of mental workload and had different ways of trusting and understanding the robots depending on whether they were in virtual or real environments. The study helps us understand how using virtual tests might change how people act compared to real-life situations.
Open → 2609.18900v1

Maritime operators emphasize trust and transparency in AI tools

Understanding Operator Attitudes Toward AI-Supported Decision Making in Maritime Operations

Abstract: Maritime Autonomous Surface Ships (MASS) and AI- supported decision assistants are expected to transform maritime operations, but their safe integration depends on how maritime professionals perceive and trust such systems. This paper presents a survey study on maritime stakeholders' attitudes toward an AI-supported assistant in collision-avoidance scenarios. Participants evaluated technology anxiety, trust in automation, and explanation quality using established and adapted questionnaires, complemented by sentiment and thematic analysis of open-ended responses Results indicate a generally positive disposition toward maritime technology, no clear age-related differences in openness, stable trust across scenarios, and more scenario-sensitive, multidimensional explanation ratings. Open responses showed that participants valued support for decision-making, situation awareness, and confidence-building, while raising concerns about AI reliability, over- reliance and loss of expertise. The findings suggest that maritime AI systems should not focus solely on increasing automation or trust, but on supporting calibrated reliance through transparent, reliable, and operationally meaningful design with domain experts in the loop.

Thu 10 SeptHuman-Computer InteractionArtificial Intelligence
The gist
Maritime professionals were asked how they feel about using AI helpers to avoid collisions at sea. The study found they generally trust and like technology but worry about losing their own skills or relying too much on AI. They want AI systems that explain their actions clearly and work reliably. The authors suggest designing AI that supports decision-making with expert oversight rather than just increasing automation.
Open → 2609.11805v1