Papers for

human-computer interaction 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.

TouchéWorld combines camera and hand controls for interactive video worlds

TouchéWorld tech report : Towards Online Unified Camera--Hand Exploration in Generative Worlds

Abstract: Recent video world models allow users to explore generated environments through camera navigation. Continuous hand motion provides a fine-grained action channel for interacting with the people and objects encountered during exploration. We present TouchéWorld, a framework that integrates gesture-driven interaction into a camera-controlled video world model. Given an initial image and a scene-description prompt, the model generates video conditioned on temporally aligned camera and hand controls. We construct joint camera--hand training data from heterogeneous egocentric videos through annotation completion, consistency-based filtering, and temporal alignment. Building on a pretrained camera-controlled world model, we combine spatial hand-skeleton conditioning with numerical hand-motion features through parameter-efficient adaptation. Causal adaptation and few-step distillation support chunk-level online generation, allowing users to update their controls based on generated visual feedback. We further introduce TouchéBench to evaluate hand-motion following, camera--hand coordination, online interaction, and object response. Together, these components establish a framework for studying continuous exploration and hand-driven interaction within generative worlds.

Wed 4 NovComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Exploring virtual worlds by moving a camera around is common, but adding hand motion lets people interact more naturally with objects and characters. The authors built TouchéWorld, a system that makes videos showing both camera movement and hand gestures together in a way that matches user controls over time. They created training data by aligning and cleaning real first-person videos and adapted a video generation model to include detailed hand poses and movements. This lets users explore and interact with generated scenes in real time, seeing immediate visual feedback based on their hand and camera actions. They also made TouchéBench, a set of tests to check how well the system follows hand motions and coordinates them with camera views.
Open → 2611.06061v1

GazeAgent improves eye tracking accuracy on AI glasses without user interruption

GazeAgent: VLM-Guided Implicit Gaze Calibration from Egocentric Multimodal Behavior for AI Glasses

Abstract: AI glasses typically require explicit, user-specific eye-tracker calibration, and accuracy can drift when the device shifts during use. We present GazeAgent, a VLM-guided framework that continuously and adaptively improves gaze-calibration accuracy from naturally occurring behavior without asking users to interrupt their activities. GazeAgent identifies precise visual attention (PVA) events from multimodal streams of inertial measurement unit (IMU), gaze, and wearer-hand signals, validates their task relevance, and localizes functional targets as pseudo-calibration targets. In a 10-participant scripted study, the system detected all 820 predefined PVA opportunities and, under device disturbance, reduced median gaze error by 44.1% compared with explicit calibration. In a five-participant case study, autonomous calibration produced the lowest workload and interruption ratings, and all participants preferred it for routine use. By deriving task-critical targets from natural multimodal behavior, GazeAgent demonstrates the potential for continuous, adaptive, and low-burden gaze interaction on egocentric AI glasses.

Sat 17 OctHuman-Computer InteractionComputer Vision and Pattern Recognition
The gist
Eye-tracking in AI-powered glasses usually needs users to stop and manually calibrate for accuracy, which can be annoying and can lose accuracy if the glasses move. The authors created GazeAgent, a system that automatically improves eye-tracking by watching how people naturally look, move, and interact with their hands through sensors. It finds moments when users focus on important things and uses those moments as calibration points without interrupting the user. Their tests showed this method reduces errors and users preferred it over manual calibration.
Open → 2610.24364v1

Gaze patterns use same motions differently across tasks and settings

The Language of Looking: Motion Tokens Reveal Domain-Dependent Local Structure in Gaze Sequences

Abstract: Human gaze is the primary high-bandwidth interface through which we parse the semantics of our environment. While often modeled as a sequence, the degree to which gaze exhibits transferable local structure across domains remains underexplored. Using motion tokenization as a diagnostic lens across four diverse datasets, we investigate the transferability of local sequence structure. We demonstrate that while gaze can share a reusable motion-token vocabulary, identical motion tokens are organized into different local transition patterns depending on the dataset and task context. Our results show the limitations of naive data-pooling under low-semantic motion-token representations and provide a framework for evaluating behavioral sequences through information-theoretic diagnostics.

Mon 12 OctMachine Learning
The gist
People look around using eye movements that can be broken down into small motion parts called motion tokens. The authors found that while these motion tokens are common, the way they are combined changes depending on what a person is looking at or doing. This means eye movement sequences are unique to each task or environment, making it hard to combine data from different sources without losing important details. The authors also offer a way to study these eye movements using ideas from information theory.
Open → 2610.16565v1

FocusGate improves video gaze prediction by trusting reliable priors

Knowing When to Trust a Prior: Reliability-Gated Cue Fusion for Video Gaze Prediction

Abstract: Video gaze prediction is led by gaze-trained models, yet gaze-free priors carry signal those models have not absorbed, if one knows when to trust them. We propose FocusGate, a gated ensemble of gaze-free priors whose members may abstain. A per-frame gate reads three shape statistics of a defocus map and selects the frames on which the estimator is above chance on average, so rejected frames reduce to the base exactly, while midrank normalisation lets an all-zero prior abstain at zero parameters. Gated fusion is significantly positive on film, sports and web video, whereas unconditional fusion is harmful on sports and null on web. Added to four supervised predictors, the NTIRE 2026 champion among them, FocusGate improves all sixteen model-domain cells in shuffled AUC, fifteen significantly, one domain pre-registered and scored once, while adding only 1% to the champion's latency. Alone, it surpasses TASED-Net and UNISAL in shuffled AUC on film with a 16-frame causal mean.

Tue 6 OctComputer Vision and Pattern Recognition
The gist
Video gaze prediction models usually rely on training data with recorded eye movements, but they can miss useful clues from other sources. The authors introduce FocusGate, which decides when to trust different gaze-free signals based on frame quality. This method improves gaze prediction in various types of videos, like movies and sports, without much added delay. FocusGate can also outperform some existing gaze prediction models when used alone.
Open → 2610.08663v1

Small gui model action type input methods compared in android grounding tasks

Decoupling What from Where: How Should a Small GUI Grounding Model Receive the Action Type?

Abstract: A GUI agent decides which action to take and where to take it; we ask how a small grounding model should receive the action type. Fine-tuning Qwen2-VL-2B with LoRA on Android in the Wild, we compare a flat baseline with five ways of supplying the type under matched data, compute, and decoding: an auxiliary loss, a hard-routed action word, an additive learned embedding, a prepended learned token, and the type written into the prompt. With five seeds, an episode-clustered bootstrap, and seed-level paired tests, the ranking on a mixed stream is clear: the auxiliary loss, the additive embedding, and the prompt word each gain five to seven hit@0.10 points over the baseline, while hard routing and the prepended token are not distinguishable from it. Much of that gain is protection from a preprocessing choice of ours rather than a spatial prior. Our serializer clamps the off-screen touch point AITW records for type events to the origin; that class degrades the baseline's click grounding, and removing it lifts the baseline by nearly seven points, after which no mechanism's hit rate beats it and the intervals exclude a two-point effect, though the auxiliary loss still shortens the average miss; on a stream of taps and swipes none helps. Whether this generalizes beyond one serialization is open. For deployment, the pipeline's margin over the baseline with predicted rather than gold types is not established (+0.016, 95% interval [-0.017, +0.052]), and a wrong type collapses every model conditioned at inference. The prepended token does not help at the shared learning rate, where its rows barely move from initialization; trained ten times faster it reaches the level of the other three, with a margin three seeds do not establish. We also document a silent failure: injecting conditioning through inputs_embeds makes Qwen2-VL fall back to 1-D positions for image tokens, costing nine points.

Mon 5 OctMachine LearningComputer Vision and Pattern Recognition
The gist
The paper looks at how a small computer program that controls a phone screen should be told what kind of action to perform, like tapping or swiping. The authors tested five different ways to give this action information to the program and found some methods improve accuracy more than others. However, much of the improvement depends on specific preprocessing choices, and wrong action types at run-time usually cause failures. The study focuses on one system and data type, so it’s unclear if these findings hold for other setups.
Open → 2610.07444v1

Kinematics improve continuous sign language and text alignment accuracy

Kinematics-Centric Continuous Sign Language Retrieval with Gloss-Guided Boundary-Aware Alignment

Abstract: Sign language-text alignment remains a fundamental challenge for text-driven sign language understanding. Existing methods predominantly rely on appearance-heavy RGB representations, which entangle motion semantics with visual variations and lead to ambiguous motion-language grounding. In this paper, we reformulate sign language-text alignment in a structured kinematic space and propose a kinematics-centric framework that adopts 3D SMPL-X motion as the primary representation. By explicitly modeling the kinematic dynamics of signing in a unified motion space, our approach reduces reliance on appearance signals and yields more semantically consistent representations. To capture the compositional nature of sign language, we introduce a gloss-guided local alignment mechanism that leverages gloss temporal spans as weak supervision to decompose continuous motion into coherent segments and establish fine-grained motion-text correspondences, thereby reducing ambiguity in localizing word-level semantics in continuous signing. Furthermore, we develop a visual distillation strategy, where RGB signals serve as privileged supervision during training to provide complementary contextual cues, while being completely removed at inference time. Extensive experiments on standard benchmarks demonstrate that our method achieves state-of-the-art bidirectional retrieval performance on CSL-Daily and competitive results on PHOENIX-2014T. These results highlight the effectiveness of kinematic representations and explicit local grounding for sign language-text alignment.

Sun 4 OctComputer Vision and Pattern Recognition
The gist
Aligning sign language videos with text is difficult because traditional methods get confused by how people look rather than how they move. The authors introduce a new approach that focuses on the movements of the body using 3D motion models to better match signs with words. They also use hints about when words appear in the video to break the signing into meaningful parts. This method learns from video imagery during training but relies only on body motion for predictions, making the process more precise. Their approach works better than earlier ones on standard tests involving sign language.
Open → 2610.05306v1

Benchmark measures how well AI systems point to objects in conversation

A Benchmark for Spatially Grounded Gesture Generation

Abstract: Communication in shared space interweaves verbal and non-verbal signals, and pointing gestures anchor language to the environment: "put the cup on that one" is uninterpretable without the gesture that fixes the referent. Yet no common framework exists for evaluating whether generated gestures indicate their intended referent; distributional metrics reward a gesture aimed at the wrong object as long as it looks natural. We introduce a benchmark for spatially grounded gesture generation, comprising ~2K pointing-annotated clips from naturalistic VR dialogue with ground-truth 3D referents, a task in which systems must decide when, how and where to point within conversational speech, and a protocol that separates temporal alignment, spatial grounding and perceived naturalness. We also provide a flow-matching baseline, MM-Conv-Flow. Evaluating it alongside an independent retrieval-based system and captured human motion, we find that geometric grounding can exceed that of human pointing without any gain in perceived naturalness, showing that referential gesture quality must be measured along separate dimensions.

Fri 2 OctComputer Vision and Pattern RecognitionGraphicsHuman-Computer Interaction
The gist
People often use pointing gestures along with spoken language to clearly indicate objects in the environment. The paper presents a new benchmark to test how well AI systems can generate such pointing gestures aligned with speech, using videos from virtual reality conversations where the exact 3D objects being referred to are known. The authors also provide a baseline system and show that while AI can sometimes point more precisely to the correct object than humans, this does not always make the gestures look more natural. This suggests that both accuracy and naturalness must be evaluated separately when studying referential gestures.
Open → 2610.03105v1

Infrared earable uses warmth cues to support relaxation and recovery

Calmables: Demonstrating Closed-Loop Infrared Earables for Thermal Biofeedback and Relaxation Support

Abstract: We present Calmables, a walk-up demo of a closed-loop infrared earable that uses smart-ring heart rate to create subtle, ear-localized warming cues. Building on work on thermal comfort and in-ear infrared stimulation, Calmables explores warmth at the ear as a biosignal-adaptive cue for brief recovery moments following acute activation. A smartphone first establishes an individual resting baseline and derives a personalized heart-rate threshold, while the earable controller independently enforces an over-temperature cut-off and communication fail-safes. During the guided demo flow, attendees complete a brief rapid-breathing activation phase until their heart rate reaches the personalized threshold. This triggers an ear-localized warming cue followed by a short relaxation phase, while physiological changes are displayed on a live dashboard. Attendees can also manually explore different infrared stimulation intensities. To contextualize the demo, we report preliminary placebo-controlled UX ratings from 18 participants: participants rated the active prototype higher on perceived relaxation and perceived recovery support than an identical-looking placebo. Together, the demo illustrates how infrared earables can make physiological feedback tangible through subtle, biosignal-adaptive thermal cues.

Wed 16 SeptHuman-Computer Interaction
The gist
When people get stressed or their heart beats fast, the authors created a small device that warms the ear to help them relax. The device learns each person's normal heartbeat and then gently heats the ear when the heart rate goes above that level. In tests, people said this warming felt more relaxing than a fake version that didn’t heat up. This shows how tiny heat signals can help people notice and calm their bodies in real time.
Open → 2609.18726v1

Improving subtle human action recognition with hierarchical soft fusion

SoftRerank: Hierarchical Soft Fusion with Candidate-Label Reranking for Long-Tailed Micro-Action Recognition

Abstract: Micro-actions are subtle, low-intensity non-verbal behaviors that provide cues to fine-grained human states, including emotions and intentions. Recognizing them remains difficult because they are brief, contain weak visual changes, and often exhibit similar motion patterns across categories. This paper addresses these challenges with a fine-grained micro-action recognition method that combines full fine-tuning of InternVideo2.5, hierarchical soft fusion, and a lightweight candidate-label reranker. For the long-tailed label distribution in MA-52, we use class-balanced sampling and inverse-frequency reweighting to reduce the effect of frequent classes during training. We fine-tune InternVideo2.5 end to end and attach coarse and group-conditional fine-grained classification heads to the shared video representation, improving the consistency between coarse and fine predictions. For ambiguous samples, the candidate-label reranker uses hard samples and video-label matching to focus on easily confused fine-grained actions. Experiments validate the proposed method, which achieves a 79.99% F1-mean on MA-52 and ranks first in the 3rd Micro-Action Analysis Grand Challenge at ACM Multimedia 2026.

Tue 8 SeptComputer Vision and Pattern RecognitionMultimedia
The gist
Recognizing tiny and brief human actions like subtle gestures or facial expressions is tough because they look very similar and change very little. The authors improve this by fully training a video model and adding new ways to better distinguish similar actions, especially when some actions happen much less often than others. They also use a special method to recheck difficult cases and choose the best label. Their approach performs well on a challenging dataset of micro-actions and won a competition.
Open → 2609.08221v1