Papers for

human-computer interaction designers

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.

Assessing whether large language models have feelings like pleasure or pain

Do bots feel bad? Assessing empirical evidence for functional valence in LLMs

Abstract: Do LLMs have valenced states, i.e. states that feel pleasant or unpleasant? Recent empirical work has claimed to show that LLMs possess functional valenced states (e.g. ``functional pleasure and pain'' [Ren et al. 2026], ``functional emotions'' [Sofroniew et al. 2026], and ``functional welfare'' [Han et al. 2026]) that play the same causal role as valenced states in cognition and action, without necessarily being consciously experienced. But it remains unexplored how well the identified states fit the functional role of valence as understood in the philosophical and cognitive science literature. Here, I assess the current body of evidence, and argue (i) that key aspects of valence remain untested in LLMs, and (ii) that extant empirical paradigms inadequately distinguish (functional) valence from neighbouring constructs like preferences, value-judgments, valence attributions and role-play. I conclude by sketching some novel experimental approaches to better target (functional) valence itself.

Tue 27 OctArtificial Intelligence
The gist
The paper looks at whether large language models (LLMs) experience states that feel good or bad, called valenced states. Some recent studies claim LLMs might have such functional feelings that influence their behavior, even if they don't actually feel conscious emotions. The authors review the evidence and find that many key features of these feelings haven't been tested well. They also show current tests confuse feelings with related ideas like preferences or role-playing. Finally, they suggest new experiments to better understand if LLMs really have these valenced states.
Open → 2610.36962v1

Small language models learn better from child-specific speech data

Specialization, Diversity, and Scaling in Child-Scale Language Models

Abstract: Modern language models are trained on far more language than children experience, but we know much less about learning from small, naturalistic datasets. We train small GPT-2 models on transcripts of speech with children from dense home recordings (BabyView) and on synthetic child-directed dialogue (TinyDialogues), varying the amount, source, and diversity of training data. Models trained on one child's language environment predict that environment substantially better than other children's environments. Much of this specialization is lexical and distributional: a simple 5-gram model reproduces the cross-child pattern (r=.91). Training on data from multiple children clearly improves prediction of pooled held-out language relative to training on a single child's input without a similarly clear improvement on grammatical benchmarks. Across data sizes, naturalistic and synthetic training inputs also produce different grammatical and lexical-semantic patterns, with important differences between grammatical phenomena. Together, these results show that small-data language learning depends not only on how much language a model sees, but on which environments it comes from and how well that input matches what the model is asked to predict.

Tue 27 OctComputation and LanguageArtificial IntelligenceMachine Learning
The gist
Language models usually learn from huge amounts of text, but children hear much less language in daily life. This paper studies how small language models learn from the kind of language children actually hear. The authors found that models trained on one child’s speech predict that child’s language better than others’, showing specialization. Using data from several children helps models predict pooled language better but does not improve grammar much. The results highlight that learning depends on both the amount and the source of data, as well as how well training matches the type of language to predict.
Open → 2610.36679v1

Eeg signals enhance attention prediction during realistic visual searches

EEGaze: Multimodal Attention Prediction in Visual Search via EEG-Based Saliency Refinement

Abstract: Visual search is ubiquitous in daily life, from locating keys in a messy apartment to finding a tool in a cluttered workshop or an application icon on a desktop screen. While visual attention is to a large extent driven by image content, research in psychology indicates that user cognitive states have a significant influence on attention allocation. A promising way to access information about cognitive states is via Electroencephalography (EEG) recordings. Despite this potential, previous works in computational attention modeling have largely disregarded EEG, and related studies in psychology operate with abstract, simplistic stimuli, or even artificially guided search procedures. We bridge this gap with two contributions. First, we present EEGaze 140, the largest publicly available multimodal dataset of free visual search with realistic stimuli. The dataset contains synchronized EEG and eye tracking recordings from 36 participants across 140 naturalistic scenes, covering two scenarios: searching for desktop icons and finding tools in cluttered workshop scenes. Second, we introduce EEGazeNet, the first method for human attention prediction in visual search that integrates EEG signals. Our approach consists of a EEG guided refinement stage that adapts the output of a state of the art saliency prediction method to the user current cognitive state. In comprehensive evaluations on EEGaze 140, we show that EEGazeNet consistently outperforms all baselines and ablation conditions.

Mon 26 OctHuman-Computer InteractionArtificial IntelligenceMultimedia
The gist
Finding things in cluttered scenes, like keys on a messy desk, depends not just on what we see but also on how our brain is working at the time. The authors created a big collection of eye-tracking and brainwave data while people searched for items in real-world scenes. They also built a new method that improves computer predictions of where people look by including brain signal data. Their method reliably worked better than others at guessing attention in these natural search tasks.
Open → 2610.35757v1

High-frequency game data predicts player rapid reactions with machine learning

Toward Fast Human Reaction Modeling from High-Frequency Digital Interaction Data

Abstract: We investigate whether limbic-like signatures of rapid, salience-driven behavior can be identified in high-resolution Counter-Strike 2 telemetry. This exploratory study introduces Ego-Knowledge, a leak-reduced reconstruction of each player's plausible perceptual state, supported by a millisecond-precision visibility engine and a reaction-centered extraction pipeline. Using a neuroscience-motivated 60--120 ms window, we derive coarse fight-or-flight labels from visibility- and damage-triggered events, with back-damage cases enabling constrained reaction-time analysis and manual label checks. We train two telemetry-native models using only information available by the trigger: EMBER (gradient boosting) and ORBIT (a custom transformer). On the full validation set, EMBER achieves 73.5% accuracy and ORBIT 71.2%, versus a 51.5% majority-class baseline, and both generalize to held-out players. The strongest LLM baseline achieves 62.7% on 1,000 validation cases; on these same cases, EMBER (73.6%) and ORBIT (70.9%) perform better (McNemar p=1.3e-9 and 1.5e-6, respectively), with orders-of-magnitude lower inference time and cost, though the comparison is not compute-matched. Including a short post-trigger window changes forecasting into early response recognition, raising accuracy monotonically to 85.15%. We propose this curve as a candidate probe of the transition from rapid to deliberative control, but roughly uniform per-tick gains do not establish that interpretation. The neuroscience framing is hypothesis-generating, not mechanistic: physiological ground truth, suitable control distributions, and reverse-inference limitations remain open. We outline extensions to auditory reconstruction, larger datasets, and telemetry-native foundation models.

Mon 26 OctArtificial IntelligenceMachine Learning
The gist
This study looks at how fast players react in a video game by analyzing very detailed game data. The researchers created a way to guess what each player sees and feels at each millisecond and then used this to label moments when players reacted quickly, like in fight-or-flight situations. They trained two computer models to predict these quick reactions accurately using only the data available right when something happens. Their models did better than existing language models and could help understand how people switch from fast instincts to slower thinking in gaming and possibly other fields.
Open → 2610.35079v1

Neuroadaptive interfaces tailor speech support to personal needs

Toward Neuroadaptive Communication Interfaces: A Framework for Personalized Speech and Language Support

Abstract: Speech and language technologies have expanded access to communication, but the support they provide is often fixed. The same linguistic or visual aid may help one user and hinder another, or become less useful as task demands change. This project proposes a framework for adapting language presentation to individual abilities and ongoing interaction. It separates access to a message from the estimation of user needs and from the selection of support, including sentence segmentation, pictograms, and optional spoken output. Behavioral feedback provides the primary evidence for adaptation; electroencephalography is considered an additional, uncertainty-aware source of information rather than a direct measure of comprehension. We specify a staged evaluation comparing fixed, behavior-adaptive, and neuroadaptive interfaces. The central question is whether neural information improves comprehension and communication efficiency beyond a strong behavioral baseline.

Sun 25 OctHuman-Computer InteractionComputation and Language
The gist
Communication tools often use the same kind of help for everyone, but that can sometimes confuse or slow people down. The authors suggest a new system that changes how language is shown based on how each person interacts and what they need at the moment. They use behavior signals mainly and brain signals (EEG) as extra clues to better support the user. The study will compare regular, behavior-based, and brain-aware systems to see if adding brain signals really helps people understand and communicate better.
Open → 2610.34457v1

Asking questions changes how vision language models interpret perspectives

Asking What a Director Sees Can Change What Vision-Language Models Choose

Abstract: Vision-language models are now routinely tested on theory of mind: whether they can work out what another person sees, knows, and means. A common design asks the model to report that perspective and then to act for the person, and reads a correct report beside a wrong action as a failure to use the perspective. That reading rests on a quiet assumption: that asking for the report leaves the action unchanged. We show that it does not. In a rendered Director Task, a partition hides the largest block from a director who asks for "the largest block". Asking first which blocks the director can see raises the share of replies that choose this hidden block by 12 to 88 percentage points on six GPT models and by 17 on Qwen3.8-27B, even though the models mostly report correctly which blocks the director sees. Reasoning traces and prompt rewordings suggest why: the question shifts how the request is read, from the director's view toward the model's own. When the prompt states what the director knows and refers to, fewer than 1% of replies pair a correct report with a hidden-block choice. Any evaluation that elicits a perspective report before the action it scores needs a baseline without the question, and we deliver one: paired prompts that differ only in that question, a design any perspective-taking benchmark can adopt.

Wed 21 OctComputation and LanguageComputer Vision and Pattern Recognition
The gist
The paper shows that when vision-language models are asked what another person sees before acting, their choices change. Instead of just reporting the other person's view, the models start responding from their own perspective. The authors tested this with a task involving hidden objects and found asking a question first makes models pick hidden items much more often. They suggest that evaluations involving perspective-taking should compare cases with and without such questions to avoid misleading results.
Open → 2610.29318v1

Humans show more creative descriptions than AI for hard abstract images

Testing Associative Creativity in Humans and Multimodal LLMs with Difficult-to-Name Visual Stimuli

Abstract: We investigate associative creativity in descriptions of abstract visual stimuli by humans and multimodal large language models (MLLMs). While conceptual association is central to human communication, it remains unclear how humans and models adapt when visual stimuli become increasingly difficult to map onto familiar semantic concepts. We evaluate several state-of-the-art MLLMs and human participants along two dimensions of creativity, originality and effectiveness, using two datasets with controlled manipulations of difficulty. SilCC varies naming difficulty through progressively more complex combinations of abstract shapes, and PixCC varies difficulty through increasing levels of random visual noise. Results show that humans produce more diverse associative descriptions than MLLMs, including greater semantic distance, higher entropy, and more novel expressions relative to reference lexica. As difficulty increases, effectiveness declines in SilCC, and humans increasingly shift from holistic associations to descriptions of low-level visual properties in PixCC.

Tue 20 OctComputation and LanguageComputer Vision and Pattern Recognition
The gist
The paper looks at how people and advanced AI programs describe strange abstract pictures that are hard to name. It finds that people come up with more varied and original ideas about these images than AI does. When the images get harder to understand, people tend to describe small details instead of whole concepts, while AI struggles more overall. This helps us understand how creativity works in people compared to AI when faced with unusual visuals.
Open → 2610.27894v1

Vision language models count items with finger pointing but vary widely

Give the Model a Finger: Developmentally Aligned Evaluation of Counting in Vision-Language Models

Abstract: Vision-language models (VLMs) are exact on small sets and drift into estimation on larger ones, a profile reminiscent of children before they master counting. Children cross the barrier with epistemic actions: pointing at each item while reciting number words, moving counted items aside, partitioning the array. We give VLMs the same actions as dumb image tools with no visual intelligence of their own in a training-free agent loop. Our central claim is about measurement, not intervention: a model that counts by marking leaves a normally hidden serial procedure on the image, and the developmental principles of counting turn those marks into an interpretable audit of serial visual reasoning: every tag is classified against point-level ground truth as on-target, duplicate, phantom, or omitted, the answer is checked against the number of tags, and order irrelevance is tested by forcing opposite traversal orders. Across 9 models, 682 images, and 7 harness conditions we find that (i) the exact-counting range is a model-specific signature spanning nearly two orders of magnitude (R80 from 3 to 150 dots); (ii) as an intervention the finger mostly fails: tags help 4 of 9 models on small-count photographs, hurt imprecise pointers, and rarely beat a verbal routine or a blind point list; what the loop buys is an auditable trace, not accuracy; (iii) as measurement it succeeds: a tag-perturbation probe shows that precise pointers read their answers off the tags, pointing precision tracks which models benefit, dense scenes fail by omission, and models rarely revise after seeing their own tags; and (iv) the capacities dissociate: models follow an instructed traversal order yet often change their answer when it reverses, and children's regular-over-scattered advantage appears only under the routine and survives lattices that defeat a rows-times-columns shortcut.

Tue 20 OctArtificial IntelligenceComputation and LanguageComputer Vision and Pattern Recognition
The gist
Vision-language models try to count objects in images like children learning to count, sometimes exactly for small numbers but estimating for larger sets. The authors gave these models simple pointing abilities to mark items, similar to how children use fingers, and studied how well the models count through this process. They found that different models have very different counting abilities, and while pointing doesn’t always improve counting accuracy, it creates a trace that helps understand how models count. This approach also revealed how counting strategies differ across models and how counting challenges appear in dense or complex scenes.
Open → 2610.27756v1

Chinese version of empathy scale for AI systems shows cultural differences

A Systematic and Validated Translation of the Perceived Empathy of Technology Scale to Chinese

Abstract: The Perceived Empathy of Technology Scale (PETS) allows evaluation of empathic behavior in intelligent systems, a concept increasingly applied in human-AI interaction, particularly in emotional and mental health support applications. To support intercultural research and development, PETS is already available in multiple languages, as research suggests cultural and language-based differences in the expression and perception of empathy. Given the substantial Chinese-speaking population and the growing focus on cross-cultural HCI research, we present a validated translation of PETS into Putonghua (Mandarin) with Simplified Chinese. Based on established back-translation methodologies as used in previous PETS translations, our process included multiple independent translations, expert panel reviews, and empirical testing with a total of N=400 participants from an English and a Chinese sample. Through confirmatory factor analysis and invariance testing we show that the Chinese PETS retains the original two-factor structure with high reliability, with support for configural, metric, and scalar invariance. Beyond validation, empathic system behavior was rated equivalently across languages, while non-empathic behavior drew substantially higher ratings from Chinese participants, suggesting its absence is read less consistently across cultures than its presence. This validated Chinese version enables researchers and practitioners to assess empathy perceptions among Chinese-speaking users, supporting culturally appropriate empathic technology development.

Thu 15 OctHuman-Computer Interaction
The gist
Measuring how people feel AI systems understand and share their emotions helps improve technology for mental health and support. The authors translated and tested a popular empathy scale into Chinese to see if it works the same way across cultures. They found that the Chinese version is reliable and measures empathy similarly to the English one, but differences emerged in how non-empathic behaviors are perceived. This tool now helps developers create empathic AI systems that fit Chinese-speaking users better.
Open → 2610.21541v1

Multimodal sentiment models handle missing text audio or video segments better

Reliability-Aware Multimodal Sentiment Prediction Under Local Modality Missingness

Abstract: Multimodal sentiment models are usually evaluated on complete utterances, yet streams often lose a contiguous span of text, audio, or video. We study local missingness on aligned CMU-MOSEI features. Our reliability-aware network (RM-Net) keeps the original temporal positions, represents unobserved positions with a learned token, outputs bounded per-modality intensity contributions gated by observation quality, and is trained with dual-view masking of contiguous segments. We fuse five RM-Net seeds with a LoRA-adapted BERT text expert, using a fusion weight that depends only on the visible fraction of content tokens. Architecture, checkpoint, and fusion choices were made on the validation split. On the held-out split, the fused model reaches a macro-F1 of 0.655 on clean inputs and 0.634 under 40\% mixed missingness; its two-view average exceeds the auxiliary-head baseline by 0.024 (95\% video-cluster bootstrap interval [0.003, 0.045]). Because this split was inspected during development, these numbers are not a blind test. For explanations, exact Shapley attributions over the eight modality subsets and position-level occlusion show that top-ranked positions reduce the predicted-class probability faster than random positions (AUC gap 0.113 on validation). We also describe an auditable word-level alignment pipeline for raw clips; its outputs do not feed the predictive models.

Wed 14 OctComputer Vision and Pattern Recognition
The gist
Sentiment analysis models that use multiple types of data like text, audio, and video usually expect all data to be present. The authors looked at cases where parts of these data types are missing for short times. They created a new network that knows which parts are missing, represents missing pieces with special tokens, and adjusts how much each data type contributes based on quality. Their combined model works well even when up to 40% of the multimodal input is missing. They also developed ways to explain which parts of the data are most important for the predictions.
Open → 2610.20543v1

Mathematical review clarifies how human corrections improve image segmentation

From Human Corrections to Learned Segmentations: A Critical Mathematical Review of Information, Learning, and Human Effort

Abstract: When does a human correction become useful learning, and what establishes better segmentation at matched human effort? This critical narrative review follows feedback through its selection, learner update, and evaluation. It compares active learning, machine teaching, interactive segmentation, and sequential predictive evaluation using a common mathematical account of target information, predictive error, response predictability, and human work. An exact Bayesian update converts evaluation-label information into expected log-loss improvement; an excess-risk decomposition explains what an approximate learner can lose. Conditional information decompositions separate the roles of selected locations, labels, and displayed context. Empirical comparisons show why response protocols, update mechanisms, and effort denominators matter, distinguishing current-mask refinement from reusable learning and simulated interaction from human evidence. We identify what logs can reveal, what requires independent evaluation, and what remains model-dependent. The resulting research priorities are to test what selection reveals, whether using it improves assimilation, and whether the resulting interaction policy benefits segmentation at matched effort. These are distinct claims: predicting a teacher's responses need not identify human intentions or establish better learning. No new acquisition algorithm or empirical superiority is claimed.

Wed 14 OctMachine Learning
The gist
It can be hard to know when human feedback actually helps a computer learn to identify parts of images better. The authors examine how human inputs are selected, processed, and evaluated mathematically in tasks where computers segment images. They compare existing approaches and show why how we measure effort and response shapes learning. They also point out what you can and cannot conclude from evaluation data and suggest important questions for future work.
Open → 2610.20396v1

Large language models reshape emotional tracking but have key limits

Scoping the Landscape of Large Language Model-based Affective Personal Informatics: Review, Reflection, Future Direction

Abstract: Affective personal informatics (PI) involves capturing, tracking, analyzing, and reflecting on personal data to support emotional self-awareness and mental well-being. Recent advances in large language models (LLMs) are reshaping affective PI, yet a comprehensive survey of LLM-based affective PI systems is lacking. To bridge this gap, we systematically analyzed 45 papers published between January 2020 and June 2026 across four major computing and health databases, examining their macro trends, system taxonomies, and research methodologies. Our synthesis reveals an overreliance on multi-stage, text-centric pipelines, a predominance of active, screen-bound interactions, and a severe demographic skew toward young, university-campus-based cohorts in empirical evaluations. Based on these findings, we critically reflect on prevailing architectural and methodological shortcomings and outline actionable future directions for building end-to-end multimodal, low-burden, and inclusive affective PI systems.

Wed 14 OctHuman-Computer Interaction
The gist
Tracking and understanding personal feelings can help people with their mental health. The authors looked at 45 studies using big language models (LLMs) to do this kind of emotional tracking, but found most approaches rely heavily on text and require active screen use. They also found that the studies mostly involved young people on university campuses, limiting broader relevance. The authors point out these problems and suggest future work should include more types of data, make systems easier to use, and include more diverse users.
Open → 2610.20084v1

How human and machine behaviors shape hybrid intelligence together

Behavioural Sociology of Humans and Machines

Abstract: Artificial intelligence (AI) increasingly participates in communication, decision-making, and collective action, making the social organisation of human-machine interaction central to Hybrid Intelligence (HI). This chapter reviews the behavioural sociology of humans and machines through an HI lens, examining how interaction and feedback shape the combination of human and artificial capabilities. Drawing on sociology, social psychology, human-computer interaction, organisational studies, collective intelligence, and science and technology studies, it traces processes from individual social perception to cooperation in hybrid groups and organisational and institutional arrangements. Particular attention is given to how machine participation alters familiar mechanisms: social categorisation attaches expectations to designed identities, reciprocity may involve unequal social obligations, and algorithmic recommendations acquire authority through organisational practices. The chapter distinguishes observable machine behaviour from human interpretations of intention, understanding, and moral responsibility. It also considers how behavioural effects can extend beyond direct human-machine encounters, while separating established findings from proposed longer-term consequences. It argues that the benefits of HI depend on how roles, incentives, reliance, and accountability are organised, and identifies priorities for empirical research on these evolving sociotechnical arrangements.

Mon 12 OctComputers and Society
The gist
People and machines are working more closely than ever, affecting how decisions and teamwork happen. This paper looks at how machines being part of social groups changes the usual ways people expect and trust each other. The authors show that roles, responsibilities, and rewards need to be carefully set up to make human-machine teamwork work well. They highlight the difference between how machines act and how people interpret those actions, especially about intentions and fairness. The paper also points out areas where more research is needed to understand these new social setups.
Open → 2610.17487v1

Multimodal language models analyzed for real-time social understanding gaps

GesBench: When and Where Do Multimodal Language Models Perceive Social Meaning?

Abstract: Human social perception is incremental: we infer intent before an utterance is complete, revise our interpretation as new cues arrive, and attend to specific facial, gestural, or prosodic signals that shape social meaning. Current multimodal LLM benchmarks largely evaluate final-answer understanding over complete episodes, rewarding post-hoc recognition of social meaning rather than the unfolding perception required for real-time interaction. Drawing on interactionally embedded Gestalt principles of multimodal human communication, we introduce GesBench: a human-grounded benchmark for cue-level social perception in multimodal LLMs. GesBench uses cumulative sub-utterance clips to measure when models form stable interpretations of speaker intention and social affordance, and human gaze-guided corruption to evaluate whether regions attended by humans are functionally important for model judgments. Built from more than 6000 utterance-level clips from scripted and unscripted conversational datasets, GesBench includes human annotations of unfolding judgments and gaze on a representative subset. Across open and closed multimodal models, we find a clear human-model gap: humans form predictive understandings early and revise more often, while models often hedge or repeat across different clips. GesBench shifts social evaluation from whether models eventually recognize meaning to when and where that meaning is formed. Our codes are publicly available at https://anonymous.4open.science/status/GesBench-share-212C.

Sat 10 OctArtificial Intelligence
The gist
People understand the social meaning of conversations by picking up hints as they happen, like facial expressions and tone changes. The authors created GesBench, a new test to see when and where AI models notice these social cues during conversations. They found that humans make quick and changing guesses about speaker intentions, but current AI models often delay or repeat guesses. GesBench helps shift attention from whether AI finally understands to when and where it does during interactions.
Open → 2610.15129v1

Gaze triggers visible AR assistant with better interaction control

Beyond Activation: Gaze Invocation with Visible Status for an Embodied AR Assistant in Co-Located Collaboration

Abstract: Wake words face an inherent trade-off: higher sensitivity reduces missed commands but increases accidental activations. In co-located augmented reality (AR), the system must also determine whether the user is speaking to the assistant or to a nearby person. We introduce a new perspective on this problem: combining gaze-based address with an embodied assistant, visible listening status, and turn management across activation, continued interaction, and release. In our implementation, users look at an assistant anchored in the scene and see activation progress and listening status on its body. Sustained gaze opens a local interaction channel; speech and playback keep it open when attention returns to the task; and inactivity closes it. We evaluated this design with 25 participants. After selecting the assistant's placement and dwell duration, each participant worked with a partner to plan a trip while using the assistant. The study recorded 500 interaction outcomes, including 496 assistant-directed utterance attempts. Gaze acquisition completed before speech for 490 of these attempts (98.8\%): 467 began while the channel remained open, whereas 23 began after it had been released. The other 6 attempts began before acquisition completed. Among 102 reviewed attempts in which gaze left after acquisition but before speech, the configured retention policy kept the channel open for 79 and released it before 23. The results show that an embodied target with visible status can support clear entry into an assistant interaction while revealing a different problem at release: after users look back to their work, they may not see that the assistant has stopped listening. We contribute the implemented gaze-invocation design and design implications for communicating assistant state after visual attention moves elsewhere.

Wed 7 OctHuman-Computer Interaction
The gist
Voice-activated assistants can accidentally turn on or respond to the wrong person, especially when people are close together. The authors designed an augmented reality assistant that users interact with by looking at it, which shows when it is listening through visible signals. This system opens up a conversation channel when you focus your gaze, keeps it open during continued interaction, and closes it after inactivity. They tested it with people working together and found that looking at the assistant helped almost all successful voice commands, though users might not notice when it stops listening after they look away. The authors share their design and ideas for improving signals when users focus elsewhere.
Open → 2610.09284v1

Language agent behavior analyzed through hierarchical trajectory abstractions

Trajectory Abstraction for the Science of Language Agent Behavior

Abstract: Scientific studies of language agents need behavioral variables that support hypotheses across tasks and models. We formulate this research problem as learning and testing a hierarchy of trajectory abstractions. A concrete recursive procedure first measures role- and phase-indexed events, proposes temporally constrained relations, and tests their stability across conditions. It then constructs episode-level motif variables from selected relations and repeats the analysis on those variables. Explicit measurement functions connect every abstraction level to the original trajectories. Observations and randomized protocol experiments assess the resulting hypotheses, while comparisons between intervention realizations determine whether an abstraction should be retained, refined, or restricted. We derive a finite-depth bound for accepted reductions, identify protocol effects on fixed abstractions, and characterize realization disagreement and composition of abstraction error. A finite-sample test makes projected intervention consistency operational, and constructed examples illustrate motif construction and abstraction refinement. The formulation distinguishes this experimental approach from semantic taxonomies, qualitative theory induction, and behavior-model recovery. It specifies a proposed research procedure for discovering generalizable behavioral hypotheses, with literature-relative novelty assessed separately from model-relative surprise.

Tue 6 OctArtificial IntelligenceComputation and Language
The gist
Studying how computer agents use language requires ways to measure their behavior that work across different tasks and models. The authors develop a step-by-step method to create and test layers of behavior patterns, called trajectory abstractions, that summarize agent actions over time. These patterns help generate reliable hypotheses about agent behavior and how it changes under different conditions. They also provide tools to decide if these patterns should be kept, improved, or discarded based on experiments. This approach is different from existing theories or simple behavior descriptions because it links abstract patterns directly back to raw agent actions.
Open → 2610.09237v1

Human brain signals guide selective fine-tuning of code language models

CogAdapt: Cognition-informed Sparse Adaptation of Code LLMs

Abstract: Large language models (LLMs) have become increasingly capable of generating code. However, achieving stronger code-generation performance still often relies on costly model adaptation, i.e., fine-tuning pretrained model parameters. Prior studies have shown correspondence between human code processing and neural models' attention or internal computation. Human-aligned learning approaches use cognitive signals to guide training, but typically adapt a large portion of the model, leaving training costs largely unchanged. Human cognitive signals may indicate not only what the model must learn from, but also where adaptation is most useful. We investigate whether human responses during code reading correspond to code-model behavior and can guide selective adaptation without sacrificing performance. We present CogAdapt, a cognition-informed framework for task-dependent sparse adaptation of code models. CogAdapt first learns transferable program-level and token-level priors from human Electroencephalography (EEG) and attention data, then combines these priors with the frozen model's response to each coding task to determine how much adaptation to allocate and which transformer blocks should receive updates. During fine-tuning, only the selected blocks are updated, while no new human recordings are required for inference. Across Qwen and GLM, we find consistent correspondence between human reading behavior and Mixture-of-Experts (MoE) computation. CogAdapt achieves the best pass@1 across both LiveCodeBench and BigCodeBench, including gains of 10.86 and 6.29 percentage points over matched regular fine-tuning on LiveCodeBench, while reducing gradient-eligible adaptation parameters by 86.21-87.21%. These results suggest that human comprehension signals can provide useful guidance for making code-model adaptation both more selective and more effective.

Mon 5 OctSoftware Engineering
The gist
Improving computer programs that write code usually requires adjusting many parts of a big model, which can be costly. This paper shows that signals from human brains while reading code can help pick the most useful parts of the model to change. The authors created a method called CogAdapt that uses brain activity and attention patterns to decide which parts of a code-writing model to update. This approach achieves better code-writing accuracy while needing to update far fewer parts of the model.
Open → 2610.07446v1

TrustmeWatcher app links computer activity to explainable well-being scores

TrustmeWatcher: An Application for Workplace Micro-Sensing and Explainable Well-Being Feedback

Abstract: Workplace sensing studies combine long-running behaviour traces with self-reports, yet the tools that collect those data often sit apart from the interface that returns results. We present TrustmeWatcher, the application built for the TRUST-ME project to connect this work. TrustmeWatcher reuses ActivityWatch's OS-level watchers for computer-activity collection and adds its own application layer. It turns the collected traces into an interactive screen-time dashboard, synchronizes responses from short questionnaires completed on the StreamDeck, and presents questionnaires alongside video highlights. Activity records and self-reports are aligned into labelled records for model development. The scope of this paper is limited to ActivityWatch data as model input. Artificial intelligence (AI) uses these activity records to predict six normalized state scores and an overall well-being score. The trained model runs locally, and the dashboard presents its predictions in semantic bands. Explainable artificial intelligence (XAI) helps users understand how recorded activity contributed to a prediction. Privacy Control lets users pause or resume the camera and eye tracker used by the study. We describe the workflow, its user-device and sensing-setup boundaries, and its use with records from 17 participants. The result is a deployed application and study workflow that integrates activity review, study data collection, privacy control, local prediction, and a participant-facing interface for XAI evaluation.

Mon 5 OctMachine LearningHuman-Computer Interaction
The gist
People often want to understand how their work habits affect their well-being, but tools usually collect data separately from where results are shown. The authors created TrustmeWatcher, an app that gathers computer activity, short wellness surveys, and video highlights all in one place. It uses this data to predict well-being scores with AI that runs on the user’s device, and shows users explanations of how their activities contribute to those scores. The app also includes controls to protect privacy, like pausing cameras and eye trackers.
Open → 2610.06657v1

Llm agents struggle to know when to act or ask for help

Ask, Relax, or Act? Evaluating Actionable Indeterminacy in LLM Preference Reasoning

Abstract: An LLM agent can recognize uncertainty yet still choose the wrong next step: asking when action is already justified, or seeking clarification when the constraints must change. We formalize actionable indeterminacy: act when an accepted action is shared across all admissible preferences or objectives, clarify when each possibility is feasible but no action is shared, and propose a minimum-cost permitted constraint repair when the request is infeasible. We construct a solver-grounded benchmark spanning object allocation, meeting scheduling, apartment choice, and stable matching. Matched pairs retain the same source while changing whether intervention is necessary, and evaluation separates decision correctness, matched-pair reliability, and fully correct responses. Our findings reveal a recurring difficulty in recognizing when intervention is unnecessary: models can identify situations requiring clarification or repair yet still intervene when a justified action already exists. Correct decision labels also fail to guarantee usable actions, questions, or repairs. Crucially, response requirements shape not only how decisions are expressed but also which decisions are made. Making the required content explicit substantially improves fully correct responses and can change intervention decisions, even when outputs are already parseable. These findings highlight that reliable agency requires more than recognizing uncertainty: it requires intervening only when necessary and translating the chosen next step into a verifiable response.

Fri 2 OctComputation and LanguageArtificial Intelligence
The gist
Sometimes AI language models aren’t sure whether to take an action or ask for more information. This paper studies when an AI should act immediately, ask questions if many options are possible, or suggest changing the problem if nothing works. The authors created tests using things like scheduling and apartment choices to see how well models make these decisions. They found models often act when they should wait, and making clear what kind of response is expected helps improve results.
Open → 2610.03102v1

Multi-party backchannel prediction struggles with unseen listeners

Multi-Party Backchannel Prediction: a Diagnosis, a Benchmark, and a Ceiling

Abstract: Backchannel prediction has been studied almost entirely in dyadic conversation. We introduce a multi-party benchmark based on the AMI corpus, comprising 682 masked-listener views from 171 meetings, 190 speakers, and 18,697 backchannel events, with a person-disjoint held-out split. A state-of-the-art dyadic model applied zero-shot to meeting audio performs at chance (AUROC 0.499); nevertheless, its frozen acoustic features remain informative: a linear probe reaches 0.704, and retraining the predictor raises performance to 0.751. Retraining reveals a second limitation. Listener conditioning improves prediction for listeners seen during training but not for unseen listeners, and the gap remains under capacity reduction, listener-adversarial training, per-listener adaptation, and oracle lexical conditioning. Adversarial training removes only part of the speaker-identity information, while stronger removal hurts prediction, suggesting that identity is entangled with cues that are useful for backchanneling. A within-model control helps explain this pattern: with the same features and data splits, turn-onset prediction transfers to unseen listeners, while backchannel prediction does not. Backchannel rates also vary about twice as much across individuals as turn-onset rates. Since backchannels occupy only about 1% of frames, frame-level F1 is strongly affected by the base rate. We therefore report AUROC alongside event-F1 on listener-active regions. We release the benchmark and evaluation tools at https://github.com/HafsatiMohammed/bc_multiparty_release.

Thu 1 OctSoundArtificial Intelligence
The gist
Backchannel cues are the small signals people give when listening during conversations, like nodding or saying "uh-huh." This paper finds that predicting these signals works well when only two people talk but fails when more people are involved, especially if the listener is new to the system. The authors created a new dataset from real meetings with many speakers to study this problem. They show that while some acoustic features help, understanding individual listener differences remains a big challenge for automatic prediction.
Open → 2610.01488v1

Large language models show less varied ownership judgments than humans

Who Owns That? Evaluating Ownership Intuitions in Large Language Models

Abstract: Ownership establishes rights over the use, control, and transfer of objects. Understanding these relations is essential for AI systems to interact appropriately with people and their resources. Yet how large language models (LLMs) attribute ownership under competing claims remains unclear. We introduce the Competing Ownership Attribution Task (COAT), comprising 42 scenarios, and compare ownership allocations from 24 LLM configurations with those of 108 human participants. Overall, human-model similarity is close to human-human similarity, but models show greater homogeneity in their ownership judgments. Within individual answers, models also divide ownership more evenly among claimants than humans do. Pooling responses across model configurations reveals more scenarios with a shared judgment and fewer with distinct viewpoint groups than in humans. When humans form distinct groups, models may converge on one viewpoint or between competing viewpoints. Further comparisons reveal different contextual sensitivities. As material value increases across scenarios, allocations to creators decline less sharply in models than in humans. Across scenarios differing in public recognition of later holders as owners, allocations to these holders increase in models but decrease slightly in humans. Together, these findings suggest that the evaluated LLM responses do not fully capture the diversity of participants' ownership judgments or how those judgments vary across situations. Developing socially capable AI therefore requires moving beyond overall similarity to capture the diversity and context dependence of human judgments.

Wed 30 SeptArtificial Intelligence
The gist
Ownership means deciding who owns or controls something, which is important for AI that interacts with people. This paper looks at how large language models (LLMs) decide who owns things in tricky situations where several people could claim ownership. The authors find that while AI and humans often agree on ownership, the AI tends to be more uniform and shares ownership more evenly than humans do. Also, AI reacts differently than humans when things have different values or public recognition. This shows that AI models don’t yet fully capture how humans think about ownership in different situations.
Open → 2609.39483v1

Multimodal AI improves fine emotion recognition with visual pruning

Decoding Affective Nuances: Enhancing MLLMs via Hierarchical Emotion Reasoning and Contrastive Discriminative Pruning

Abstract: While multimodal large language models (MLLMs) have demonstrated exceptional capabilities in objective understanding tasks, their performance in affective reasoning still falls significantly short of human standards. We attribute it to a central capability gap: MLLMs are difficult to reliably distinguish semantically proximal emotions based on fine-grained visual evidence, which could be decoupled as two limitations: 1) Insufficient Attribution. The global reasoning paradigm of conventional MLLMs severely dilutes fine-grained emotion cues, where subtle emotional states are usually implicitly encoded, thereby generating emotional misjudgments in complex scenarios. 2) Insufficient Discrimination. Existing methods could only identify regions generally associated with emotions, which fails to distinguish discriminative regions between semantically similar emotions, leading to ambiguous emotion judgements. To overcome these limitations, we present a training-free inference-time optimization framework, named Decoding Affective Nuances (DAN). Specifically, we propose a Hierarchical Emotional Reasoning Chain (HERC) that enhances the insufficient attribution by harmonizing fine-grained scene/object-level cues and performing a soft-gated reasoning. Furthermore, to discriminate between semantically proximal emotions, we design a Contrastive Discriminative Visual Pruning (CDVP), which isolates discriminative visual tokens to reason the final emotion category by computing the absolute discrepancy between the attention distributions of similar emotions. Performances on several benchmarks demonstrate that DAN significantly improves discrimination for affective nuances without consuming additional training resources, especially achieving +10.47% improvements with Qwen3-VL-8B-Instruct on WebEmo25 dataset that contains 25 fine-grained emotion categories.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Understanding subtle emotions from images is hard for current AI systems because they usually look at the whole picture and miss small clues. The authors created a method called Decoding Affective Nuances (DAN) that helps AI better focus on important visual details and tell apart very similar emotions by comparing key image parts. DAN works without extra training and boosts emotion recognition, especially in cases with many fine emotions to choose from. This advancement helps AI models get closer to human-level emotional understanding.
Open → 2609.36782v1

Visual symbolic agent improves language guided actions in virtual humans

A.D.A.M.O. (Agent for language-Driven Actions with Multimodal Observations): A Visual-Symbolic Framework for Virtual Humans

Abstract: Creating believable vh requires the coherent integration of perception, reasoning, and action mediated by language. A central challenge is to combine these components into a control loop grounded in interactive 3D environments. To this end, we present A.D.A.M.O. (Agent for language-Driven Actions with Multimodal Observations), a visual-symbolic framework for language-driven vh that leverages a pretrained vlm with tool calling to unify perception, reasoning, and action within a single control loop. A.D.A.M.O. maintains a dual visual-symbolic world model that combines egocentric visual input and synchronized symbolic state to support grounded task-oriented behavior from natural language prompts. To support diagnostic evaluation, we introduce a controlled task suite organized by a cd taxonomy that breaks down spatial tasks into procedural and linguistic complexity. Experiments in controlled scenes show that semantic labeling strongly influences task completion and failure modes, reducing perceptual ambiguity while shifting failures toward downstream execution, whereas reasoning errors remain comparatively rare.

Mon 28 SeptArtificial IntelligenceGraphics
The gist
Virtual humans need to see, think, and act based on language instructions in a 3D world. This paper presents A.D.A.M.O., a system that combines visual input and symbolic understanding to help virtual humans perform tasks from natural language prompts. The authors show A.D.A.M.O. can better understand tasks by using labeled visual information, which reduces confusion but shifts some errors to action execution rather than reasoning. They also introduce a way to test these tasks with increasing complexity.
Open → 2609.35463v1

Large language models show limited skill in mimicking learner feedback

How Well Can LLMs Simulate Real Learner Evaluations of Educational Feedback?

Abstract: While recent studies have explored human behavior and preference simulation using large language models (LLMs), it remains unclear how well LLMs can simulate subjective evaluations from real learners in educational settings. We investigate this question using real learner evaluation data on feedback for high-school biology questions at both the group and individual levels. We compare performance with and without learner-specific information, such as personality traits and evaluation examples, across six models. Our results show that LLMs still have a limited ability to simulate learner evaluations. Providing learner profiles and examples improves score calibration and individual-level simulation, but more often fails to improve group-level consistency. These findings highlight the need to investigate which learner information and adaptation strategies are effective for learner preference simulation.

Mon 28 SeptComputation and Language
The gist
Understanding if artificial intelligence can mimic how students evaluate educational feedback is important for creating better learning tools. The authors studied how well large language models can simulate real high-school biology students’ feedback judgments. They found that these models struggle to match real learner opinions. Including personal details about learners helps with predicting individual opinions but does not consistently improve agreement on group-level feedback. This suggests more research is needed to find out which types of learner information help AI better capture human preferences.
Open → 2609.35376v1

Large audio language models struggle to infer high level human actions

Probing Large Audio-Language Models for Compositional Understanding of Sounding Actions

Abstract: Large audio-language models (LALMs) excel at understanding and reasoning tasks over atomic sound events, yet their ability to infer higher-level human activities from such fine-grained events remains largely unexamined. Everyday human actions and activities, such as setting a table, cleaning the house, or preparing a breakfast emerge compositionally from temporally distributed sound events, requiring abstraction beyond the event-centric granularity that dominates current training and evaluation paradigms. Our benchmark evaluates a wide set of LALMs under a principled framework that tests how language-based reasoning, grounded in acoustic perception, structures sound abstractions into higher-level understanding. By systematically varying exemplar typicality and distractor similarity, our evaluation exposes \added{that current models do not reliably perform compositional inference from atomic acoustic events to higher-level human activities solely from audio.} All data, taxonomies, and evaluation scripts are publicly available on our companion website: https://alm-sounding-actions.onrender.com/

Mon 28 SeptSound
The gist
This paper looks at how well large audio-language models can understand complex human activities from sounds. While these models are good at recognizing simple sound events, the authors found they cannot reliably piece these sounds together to identify higher-level actions like cleaning or preparing breakfast. They created a detailed test to check this and showed that current models fall short in combining small sound clues into broader activity understanding. All their data and tests are available for others to use.
Open → 2609.35345v1

Chinese language agent learned nonverbal signals from native speakers

Toward a Culturally Adapted Chinese Language Agent: A Wizard-of-Oz Study of Nonverbal Behavior in Chinese-German Intercultural Interaction

Abstract: Successful intercultural communication requires more than grammatical competence. It demands sensitivity to culturally embedded social norms whose violation triggers subtle but meaningful nonverbal responses. For German learners of Mandarin Chinese, acquiring this sensitivity is critical yet poorly supported by existing language-learning agents. We present a Wizard-of-Oz (WoZ) study design and supporting real-time system for collecting multimodal behavioral data from native Chinese speakers reacting to social norm violations by German learners. The system features a photorealistic MetaHuman avatar driven by Live Link face capture and MediaPipe upper-body tracking, a wizard console for real-time behavior selection, and synchronized multimodal logging across agent and learner streams. A layered annotation framework, based on psychological theory and covering non-observable socioemotional reactions, norm interpretation, verbal, and observable behavior thereof, and future supervision targets enables the corpus to support training of future automated cultural interpretation and behavior generation models. Four ecologically valid interaction scenarios, developed with cultural and pedagogical experts, provide the methodological and technical foundation for a culturally adapted conversational agent for Chinese language learning.

Mon 28 SeptHuman-Computer Interaction
The gist
Communicating across cultures is tricky because it involves more than just knowing grammar—it also requires understanding subtle social cues that vary by culture. The authors developed a special system that lets native Chinese speakers react naturally to small social mistakes made by German learners using a realistic digital avatar. They collected detailed data on facial expressions, gestures, and other behaviors during these interactions. This work helps create digital language tutors that can recognize and respond to cultural cues, improving language learning beyond vocabulary and grammar.
Open → 2609.35150v1

Reinforcement learning model balances reward and cognitive effort

Policy Complexity, Reaction Time, and Bounded Rationality in Reinforcement Learning

Abstract: Biological agents do not learn under conditions of unlimited computation. For humans, learning and choice are shaped by constraints on perception, attention, and working memory, which limit how much state information guides behavior and therefore bound policy complexity. Standard reinforcement learning models typically optimize reward without explicitly representing these internal costs, making them less suitable as models of biological intelligence. We derive MI-SARSA, an on-policy temporal-difference algorithm that incorporates mutual-information regularization through a learned marginal action prior and a penalty on state-specific deviations from that prior. This yields a sequential learning model in which state information is used selectively when its expected return benefit justifies the added informational cost. Critically, the same state-specific information cost that governs policy compression also generates trial-level predictions for reaction time, distinguishing MI-SARSA from most reinforcement learning models, which predict choices or returns but not latency. Empirically, MI-SARSA produces a reward-complexity tradeoff, and stronger information penalties produce simpler policies with lower control costs and faster reaction times. Under environment shift, increasing regularization reduces post-switch performance degradation but also lowers asymptotic return, revealing a robustness-capacity tradeoff. Together, these results position MI-SARSA as a model of bounded sequential learning under cognitive constraints.

Wed 23 SeptMachine LearningArtificial IntelligenceInformation Theory
The gist
Humans cannot think and act with unlimited mental resources, so their decisions depend on how complex and costly it is to use certain information. The authors created a learning method called MI-SARSA that takes into account the mental effort needed to use specific information when making choices. This method not only predicts what choices will be made but also how long those choices might take. By balancing the benefits of using information against its costs, this approach explains why people sometimes choose simpler strategies that get results faster but may be less accurate.
Open → 2609.28737v1

Individual calibration improves facial emotion recognition tasks

Toward individual-level calibration in affect recognition with perceptual adjustment queries

Abstract: Behavioral tasks measuring facial affect perception assume that identical stimuli impose equivalent perceptual difficulty across participants. However, this assumption is systematically violated by individual differences in perceptual sensitivity. Using an affective perception task as our testbed, we propose a framework to normalize for perceptual difficulty that directly estimates each participant's Just Noticeable Difference (JND) along the facial affect spectrum via cognitively lightweight perceptual adjustment queries (PAQs). We use these PAQ-inferred JNDs to re-express stimulus distances, constructing difficulty-equated tasks in perceptual space. We validate the framework in a Two-Alternative Forced-Choice (2AFC) task using two complementary behavioral measures: binary metacognitive difficulty judgments and response time variance decomposition. We find that PAQ calibration significantly equalizes perceived task difficulty at an individual level when compared to both the non-calibrated baseline and population-level Weibull calibration, while also reducing mean response time and between-subject variance in response time. These results establish PAQ as a principled and practical instrument for individualized perceptual calibration in facial affect recognition.

Thu 17 SeptMachine Learning
The gist
People don't all perceive facial emotions with the same sensitivity, which makes standard tests assume everyone finds these tasks equally hard, even when they don't. The authors tested a method that measures how small a change in facial emotion each person can notice, using easy questions. They then use this measure to adjust task difficulty so it's fair for each participant. This approach made task difficulty feel more equal for individuals, and it helped make people respond faster and more consistently.
Open → 2609.21073v1

Models and sensors compared for wearable emotion recognition accuracy

From Stress to Affect: Multimodal Deep Learning for Physiological Emotion Recognition Across Wearable Sensor Modalities

Abstract: Physiological emotion recognition using wearable sensors has important applications in mental health monitoring, affective computing, and human-computer interaction. However, existing studies typically evaluate a single model, sensing configuration, or dataset, limiting our understanding of how these factors influence recognition performance. We present a comparative study of temporal deep learning architectures for physiological emotion recognition using two multimodal wearable datasets: WESAD and EmoWear. Bidirectional long short-term memory (LSTM), temporal convolutional network (TCN), and Transformer models are evaluated under wrist-only, chest-only, and multimodal sensing configurations using participant-independent leave-one-subject-out cross-validation (LOSO-CV). We also investigate soft-voting ensembles, sensor ablation, sampling frequency, and gradient-based saliency. The Transformer achieved the highest multimodal accuracy on WESAD (99.02% +/- 0.51%), whereas the LSTM achieved the best multimodal accuracy on EmoWear for both arousal (91.80% +/- 1.06%) and valence (89.96% +/- 0.36%). These results show that relative architecture performance depends on dataset characteristics rather than one architecture being uniformly superior. Multimodal sensing consistently outperformed wrist-only and chest-only configurations across both datasets. Sampling-frequency analysis showed that 4 Hz provides a practical operating point, with performance comparable to higher frequencies at substantially lower training cost. These findings provide guidance for selecting architectures, sensing modalities, and sampling frequencies for wearable physiological emotion recognition.

Thu 17 SeptMachine Learning
The gist
The authors looked at how well different computer models can recognize emotions by using body signals collected from wearable devices. They tested three types of models and three ways to collect signals, either from the wrist, chest, or both, using two datasets. They found that no one model is best for all data, but using signals from multiple body parts helps improve accuracy. They also found that collecting data at a lower rate can still work well and save computing time.
Open → 2609.20991v1

Language models overstate agreement compared to human groups in reasoning tasks

Language-model groups overstate consensus when replaying human deliberation on a reasoning task

Abstract: Full-consensus rates are often treated as indicators of collective cognition, yet depend on how participation and final states are operationalized. We replayed 100 held-out human Wason groups with matched large language model (LLM) agent groups, seeding one belief-anchored agent per participant's pre-discussion answer and scoring agents and people with the same code. Across human scoring definitions, estimates ranged from 24.0% to 57.0%; about one fifth of participants never posted, whereas agents almost always did. Agent groups remained more consensual in two post-unblinding sensitivity analyses: the submit-based comparison (n = 98) yielded gaps of 34.0 and 43.9 percentage points for chat and reasoning modes, and the participation-matched comparison (n = 45) yielded gaps of 34.1 and 44.4 points. These complementary routes reduced different measurement asymmetries yet converged within 0.5 percentage points. The gap persisted without early stopping and under a reparameterization removing the memorizable answer; reasoning-mode groups then agreed nearly unanimously, mostly on incorrect answers. Simulated consensus did not track collective accuracy, and belief-anchored agent groups were biased estimators of the human group-outcome distribution in this setting. These analyses provide a scoring-explicit basis for assessing simulated-group estimates of human deliberative outcomes.

Thu 17 SeptArtificial IntelligenceComputation and LanguageComputers and Society
The gist
When groups of people think and discuss a tricky puzzle, their answers don’t always end up as the same. The authors compared these human groups with groups made up of computer language models acting like the people. They found that these model groups agree with each other much more than real people do, often agreeing on wrong answers. This means language models might make group thinking look more unanimous than it really is. Their work shows it’s important to check how we measure agreement when simulating human group decisions.
Open → 2609.20543v1

Gaze signals help track understanding in cooperative tasks

Gaze as Evidence for Common Grounding: A Cross-Corpus Analysis of MapTask and MUNDEX

Abstract: In collaborative tasks with asymmetric information, participants coordinate their understanding through interaction. We ask whether gaze provides evidence about grounding across two such tasks. Working from discrete behavioral annotations, we map HCRC MapTask (Anderson et al., 1991) and MUNDEX (Türk et al., 2023) into a shared partner/task/away vocabulary and compute gaze features around task-relevant dialogue units. In both corpora, aligned reference interpretations (MapTask) and UND (understood) judgments (MUNDEX) are associated with more task-directed gaze and with less partner-directed gaze, lower gaze entropy, and fewer gaze transitions. The associations are clearest for the participant leading the task: in giver-produced references, and in explainer judgments, which also co-vary with the explainee's gaze. In same-speaker MapTask reference chains, the speaker's gaze entropy is lower at the mention where a previously non-aligned referent becomes aligned. The best gaze feature groups improve modestly over controls under grouped cross-validation: temporal features in MapTask and raw proportions in MUNDEX. Because effects are small and several weaken when recurring participants rather than dialogues are the unit of inference, we treat gaze as one contributing cue to grounding, to be interpreted alongside task and dialogue context.

Wed 16 SeptComputation and LanguageHuman-Computer Interaction
The gist
When people work together and share information unevenly, they need to make sure they understand each other. This paper looks at how where people look (their gaze) can show if they are on the same page. The authors studied two different conversation datasets and found that people focus more on the task and less on their partner when they understand each other well. The patterns of gaze help reveal this coordination, especially for the person explaining or leading the task.
Open → 2609.18011v1

Human ai collaboration improves reasoning when users trust models selectively

Available but Unclaimed: An Empirical Study of Human-AI Synergy

Abstract: People increasingly reason with large language models (LLMs), yet complementary capabilities do not guarantee outperforming both components. In a between-subjects study, participants (N=535) solved a 40-item battery of matrix reasoning, mental rotation, syllogisms, and letter-string analogies, unaided or with GPT-5.6-Luna, Claude Opus 4.8, Gemini 3.6 Flash, or Kimi K3. Each assisted trial required consultation with the model. Each model answered every item alone 100 times under matched elicitation. The assisted-unaided accuracy difference increased with item-level LLM competence. Deference varied across tasks and increased with competence within tasks. Post-advice confidence distinguished correct from incorrect answers less strongly than unaided confidence. In a reference comparison, about half the increase in LLM accuracy carried through to assisted accuracy. How much of that accuracy gain reached participants differed across the models. These findings motivate evaluating LLMs in interaction with humans and designing support for selective deference that preserves independent reasoning.

Tue 15 SeptHuman-Computer InteractionArtificial Intelligence
The gist
People work together with AI language models to solve reasoning problems, but just having a good AI doesn't guarantee better results. The authors studied how people used several AI systems while solving puzzles and found that people relied more on AI help when the AI was better at specific tasks. However, people’s confidence in their answers after consulting AI was less accurate than when they answered alone. The research shows that some of the AI's accuracy helps people more than others, highlighting the need to support smart ways for humans to decide when to trust AI advice.
Open → 2609.16793v1

Human control of robot swarms through natural gestures and automatic code

Auto-HSI: Personalized human control of a robot swarm on demand by using LLMs for online automatic code generation

Abstract: This paper presents Auto-HSI, a method for generating personalized human-swarm interaction (HSI) interfaces on demand. The objective is to enable untrained operators to use natural language descriptions and gesture demonstrations to explain how they want the robots to collectively behave in response to their gestures. Based on these inputs, the code should automatically be generated for personalized state machines that will control the robots as desired, in response to the desired gesture inputs. In the developed Auto-HSI prototype, the generated code produces a personalized interface for centralized control using one- and two-handed gestures, enabling a user to teleoperate the robots' motion, formation shape, and shape deformation. We test the gesture tracking and code generation components of Auto-HSI against performance benchmarks. We then test the full Auto-HSI prototype in ``live'' operation experiments, in which real human operators centrally control 50 simulated robots in a physics-based simulator, under nominal and noisy conditions. In these experiments, robots are teleoperated to: score a goal, traverse a maze that requires shape deformation, and score two simultaneous goals by splitting into two groups. We also demonstrate a real human operator making live updates to their personalized Auto-HSI interface during operation (in simulation). Finally, we demonstrate live operation of real robots.

Mon 14 SeptRoboticsArtificial IntelligenceHuman-Computer Interaction
The gist
Controlling groups of robots can be tricky, especially for people who aren't experts. This paper introduces Auto-HSI, a system that lets anyone use simple gestures and natural language to tell robots what to do together. The system then creates the computer code needed for the robots to respond exactly the way the user wants. The authors tested this on up to 50 simulated robots doing tasks like moving through mazes or scoring goals, and also showed it working with real robots.
Open → 2609.16346v1

Transformer model generates diverse 3D hand and body shapes

MHE-Former: Multi-Hypothesis Transformers via Entropy Maximization for 3D Mesh Recovery

Abstract: Monocular 3D hand and body mesh recovery often suffers from severe occlusion and ambiguity. Traditional deterministic methods typically regress a single optimal solution, leading to overconfident predictions. In this paper, we introduce an exploration--exploitation paradigm for ambiguous mesh recovery with multi-hypothesis learning and selection. Specifically, during exploration, based on our probabilistic formulation and entropy maximization, we propose a novel multi-hypothesis method referred to as MHE-Former. It is a Transformer-based multi-hypothesis framework, ensuring high training efficiency and label friendliness while generating plausible and diverse hypotheses. During exploitation, we propose Hypothesis Selection, a context-aware process for multiple predictions. Especially leveraging VLM's powerful visual understanding and reasoning capabilities, it allows users to choose the most plausible and desired estimate with additional evidence and natural language intent. Extensive experiments demonstrate that our framework achieves state-of-the-art performance in accuracy and diversity across multiple datasets. The user preference study further shows the practicality of our hypothesis selection process.

Wed 9 SeptComputer Vision and Pattern Recognition
The gist
3D hand and body shapes are hard to guess from a single photo because of hidden parts and unclear views. The authors present a new model that creates many possible shapes instead of one, helping to cover uncertainty. They also added a way to pick the best shape based on extra information or user questions, improving accuracy and usefulness. Their model works well on several tests and lets users choose the best guess more easily.
Open → 2609.10743v1

Vision language models directly control robots via semantic interface

Show-Harness: Just a VLM Agent Can Play Robots

Abstract: Foundation vision-language models (VLMs) exhibit broad intelligence about the world, yet translating this intelligence into robot control remains challenging. We present Show-Harness, an Embodied Harness that enables VLMs to "play" robots through a compact semantic interface linking intent to action. Show-Harness exposes discrete semantic action units that VLMs can naturally reason over, while embodiment-specific interpreters deterministically ground them into local robot actions, keeping the VLM directly responsible for fine-grained physical decisions. Through the same interface, Show-Harness demonstrates the feasibility of (1) directly unlocking closed-source frontier VLMs for zero-shot robot control, and (2) adapting small-scale open-source VLMs for low-cost deployment with just a few GPU-hours of fine-tuning. We further develop GUMI (GUI Manipulation Interface), which extends the same semantic action space to GUI-based demonstration collection, allowing humans and agents to "play" robots across embodiments without specialized teleoperation hardware. Extensive experiments show that Show-Harness-equipped VLM agents generalize robustly across tasks, embodiments, and environments, outperforming representative agentic and VLA paradigms. These results suggest that the right interface can unlock substantial embodied capability from foundation VLMs, without requiring additional model capacity or costly embodiment-specific pretraining.

Wed 9 SeptRoboticsArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Controlling robots using large vision-language AI models is hard because the AI's understanding needs to be turned into robot actions. The researchers created Show-Harness, a simple system that connects what the AI understands with actions the robot can perform. It uses clear, understandable steps so the AI can decide detailed movements, and a special part translates these steps into actual robot commands. They also made a way for humans and AI to teach robots by manipulating computer interfaces without needing special hardware. Their tests show this helps robots perform well in many tasks and settings without extra complicated training.
Open → 2609.10522v1