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GRAND-HC: Graph-Refined Author Name Disambiguation

From-Scratch Name Disambiguation (SND) groups papers sharing an ambiguous name into clusters of distinct real-world authors. Existing methods suffer from two critical limitations: (1) inherent long-tailed author distribution biases representation learning, causing over-merging of tail authors; (2) existing cluster number estimation methods are unreliable for long paper sequences, hindering large-scale deployment. We propose \textbf{GRAND-HC}, a complete end-to-end SND framework. We construct a heterogeneous paper graph via co-author, co-organization, and co-venue relations, using a graph attention network as the embedding backbone. \textbf{Harmony Contrastive Learning (HCL)} dynamically reweights training loss to suppress overfitting to prolific authors, learning discriminative embeddings. A \textbf{Graph-Refined Distance Matrix (GRDM)} leverages graph topology to optimize pairwise distances, further preventing tail author over-merging. Meanwhile, a lightweight \textbf{Paper Compression Module (PCM)} achieves accurate cluster number estimation across varying scales. Finally, Hierarchical Agglomerative Clustering outputs the final clusters. Extensive experiments demonstrate state-of-the-art macro F1 performance. GRAND-HC has been deployed in a billion-scale academic database. Source code: https://github.com/baokou-fw2/GRAND-HC.

cs.IR

FocusAdapt: Context-aware Adaptive Focus Assistance in Diminished Reality

Diminished Reality (DR) can reduce visual clutter by removing irrelevant objects. However, removing all task-irrelevant objects may eliminate useful contextual information and reduce situational awareness. We present FocusAdapt, a context-aware DR system that predicts object-level distraction by integrating visual saliency, semantic relevance, and gaze behavior. Based on findings from a formative study, FocusAdapt selectively diminishes highly distracting objects while preserving useful context, enabling adaptive focus assistance during procedural tasks.

cs.HC

TSExplorer: An interactive data annotation and exploration tool for time-series data

We present TSExplorer, a cross-platform tool for interactive annotation and exploration of time-series data. The tool enables users to inspect high-dimensional datasets through multiple complementary 2D visualizations derived from high-dimensional feature representations. TSExplorer is designed as a general-purpose research tool supporting a wide range of workflows, including exploratory data analysis, annotation of unlabeled or partially-labeled datasets, comparison of feature representations, and post-hoc inspection and refinement of existing labels with interactive visual feedback.

cs.HC

Reconciling Kinesthetic Mismatches: A Somatic Alignment Mindset for Musical Body Transformation

Mastering musical performance requires precise multisensory coordination, yet learners encounter a kinesthetic mismatch, which is a discrepancy between the internal perception of an action and the actual physiological state of the body. While multisensory Body Transformation Experiences (BTE) provide tools to bridge this gap, existing designs often focus on external correction rather than internal alignment. To address this, we propose the Somatic Alignment Mindset (SAM), a conceptual lens that integrates Taoist philosophy to shift the focus of HCI design from prescriptive feedback toward holistic embodied unity. By positioning technology as a reflective medium, SAM operationalizes the principles of Adaptation, Assessment, and Awareness to reconcile somatic discrepancies and foster deep, self-aligned musical mastery.

cs.HC

Experts Disagree on How to Fight AI Disinformation, but Agree That Health and Politics Need Different Solutions

When 54 international experts assessed AI-generated disinformation threats, they revealed a surprising pattern: while video deepfakes received the highest average threat ratings in the political domain (M = 6.31/7), the pattern differed in the health domain, where AI-generated text received the highest average rating (M = 5.80). Experts also diverge on what to do: government regulation drew both the most "most effective" (30%) and the most "least effective" (15%) votes, though rating distributions were contested rather than polarized, indicating disagreement over priorities rather than over efficacy. These findings offer an initial expert map of an AI-disinformation landscape that is still rapidly forming.

cs.CY

Feelium: A Touchable Blimp Body for Aerial Telepresence

Floating things invite touch. We present Feelium, a blimp-based telepresence platform that enables visual embodiment and touch interaction through its inflatable skin. Through a VR headset, a remote person inhabits the blimp, looking out of it first-person, appearing on its skin as a face or avatar, and steering it through the room. Partners in the room pat it, press a palm against it, draw on it, or lean into it; the skin senses each contact, renders it into the wearer's view in VR spaces. Touch thus provides a physical interaction channel for remote presence, turning the skin into a shared surface between remote and co-located partners.

cs.HC

Bringing Data to Life: Designing Data Characters for the Emotional Self

Journaling is a common practice for emotional expression, reflection, and processing. However, as entries accumulate, it can become difficult to interpret and compare their affective content, especially since traditional text-based analyses and visualizations often struggle to convey affective nuance. We introduce Data Characters, a visualization approach that represents affective content in journaling through human-like characters. Using a customizable Data Character as a design probe, we investigate the potential of character-based representations for conveying affective experiences and explore what visual encodings emerge through customization. Preliminary walkthroughs with two participants demonstrate the intuitiveness and feasibility of the approach. This work contributes an exploratory approach to studying how affective experiences can be visually represented and encoded through anthropomorphic forms.

cs.HC

MorphPatch: Enhancing VR Interaction on Shape Displays using Surface Approximation and Visuo-Haptic Illusions

On-surface interaction in Virtual Reality improves input performance through physical support and tactile feedback, but current shape displays are constrained by limited resolution. This can misalign physical and virtual surfaces, degrading usability and user experience. We present MorphPatch, a system that enables real-time alignment between a dynamic shape display and virtual surfaces. MorphPatch uses a Signed Distance Field-based surface approximation pipeline to find practical alignments for diverse geometries. For residual discrepancies, MorphPatch incorporates pen redirection with visuo-haptic illusion to perceptually compensate for misalignment. Three evaluations show improved geometric alignment, tolerable redirection thresholds, and better control, surface guidance, and modeling results over mid-air and tablet-like interaction.

cs.HC

Are We There Yet? Assessing Computer-Use Agents for Blind Users' Accessible Interaction with Desktop Applications

Computer-use agents are emerging as a paradigm for agentic human-AI interaction, combining language reasoning with multi-modal interface grounding to operate GUIs. Yet their effectiveness for blind screen-reader users in real-world desktop workflows remains unclear. We present a three-week diary study with 8 blind users using OLLA, a screen-reader-accessible CUA prototype, collecting 1,258 commands across 12 applications with screenshots, UI trees, model responses, and action traces. We evaluate GPT-5 during deployment and re-execute the same commands with four additional models. GPT-5 achieved the highest success rate at 52.5%. Trace analysis reveals grounding, planning, constraint-tracking, and termination failures, while interviews reveal beyond-automation needs.

cs.HC

Unsupervised Partner Design Enables Robust Ad-hoc Teamwork

We introduce Unsupervised Partner Design (UPD), a population-free multi-agent reinforcement learning method for robust ad-hoc teamwork. UPD generates training partners on-the-fly and selects them adaptively based on a learnability criterion, removing the need for pre-trained partner populations or manual parameter tuning. We show that this simple mechanism enables effective partner diversity and can be extended to joint partner-environment selection when a procedural level generator is available. Across Level-Based Foraging, Overcooked-AI, and the Overcooked Generalisation Challenge, UPD consistently achieves strong performance compared to both population-based and population-free baselines. In a human-AI user study, agents trained with UPD achieve higher returns and are rated as more adaptive, more human-like, and less frustrating than all evaluated baseline methods.

cs.LG

Pearmut: Human Evaluation of Translation Made Trivial

Human evaluation is the gold standard for multilingual NLP, but is often skipped in practice and substituted with automatic metrics because it is notoriously complex and slow to set up with existing tools with substantial engineering and operational overhead. We introduce Pearmut, a lightweight yet feature-rich platform that makes end-to-end human evaluation as easy to run as automatic evaluation. Pearmut removes common entry barriers and provides support for evaluating multilingual tasks, with a particular focus on machine translation. The platform implements standard evaluation protocols, including DA, ESA, and MQM, and is extensible to support new protocols. It features document-level context, absolute and contrastive evaluation, attention checks, ESAAI pre-annotations and both static and dynamic assignment strategies. Pearmut enables reliable human evaluation to become a practical, routine component of model development and diagnosis rather than an occasional effort.

cs.CL

Cyber-Physical Digital Factory Architecture as the Enabler of Disembodied Work

Digital Twins (DTs), Artificial Intelligence (AI), and Industrial Internet of Things (IIoT) technologies have significantly advanced manufacturing digitalization. However, these technologies are typically applied to individual manufacturing processes rather than integrated into a unified cyber-physical manufacturing environment. This paper proposes a cyber-physical digital factory architecture that enables disembodied work, where manufacturing systems can be supervised and operated remotely through eXtended Reality (XR) user interfaces in collaboration between AI-based control and human operators. The architecture integrates synchronized DTs, hierarchical cloud-edge AI, IIoT, and XR teleoperation interfaces into a cyber-physical manufacturing environment. The proposed approach is validated through representative manufacturing operations, including CNC machining, robotic-assisted abrasive finishing, and robotized disassembly. The results demonstrate the feasibility of the proposed architecture for disembodied manufacturing work and provide a reusable cyber-physical framework for future human-AI-controlled digital factories.

cs.HC

Thinking Inside the Box: Considerations for Putting Data Physicalization Workshops in a Box

Visualization researchers utilize workshops both for applied research and to engage different populations with visualization-based activities. While there are many benefits to running visualization workshops, their utility and impact rely on the presence of a researcher who has deep knowledge about visualization theory and practice. In this work, we introduce workshop-in-a-box as a design concept intended to challenge the researcher-centric approach to data physicalization workshops. Through a design study with a socially innovative organization, we deployed several data physicalization workshops that our collaborator ran instead of us. Based on this experience, along with two accompanying case studies that validate the concept, we present material and procedural considerations for how to put data physicalization workshops into a box and the implications it has for extending visualization research outside the bounds of academia.

cs.HC

ErgoAssist: Cognition-Aware Posture Feedback in Wearable Ergonomic Systems

Prolonged digital device use has made poor posture and musculoskeletal discomfort pervasive among knowl- edge workers. Existing ergonomic wearables rely solely on posture thresholds, frequently interrupting users during high-focus moments and leading to alert fatigue and abandonment. Yet posture and cognitive load are closely coupled, and most systems remain cognitively unaware. We present ErgoAssist, a head-worn ergonomic assistant that detects poor posture using IMU-based head tracking and estimates task-induced cognitive load using a consumer-grade EEG headband for continuous everyday use. In a controlled lab study, ErgoAssist achieves 81% posture classification and 90.2% task induced cognitive load estimation accuracy under leave-one-subject-out evaluation. In a preliminary real-time deployment, cognition-aware alerting reduces alert frequency by 81%, improves perceived usability by 43%, task performance by 25%, and improves posture correction rate by 38%, delivering fewer but better-timed interventions rather than merely suppressing alerts.

cs.HC

LandmarkLens: Predicting and Presenting Effective Landmarks for Mixed-Reality Urban Exploration

People with a poor sense of direction (SOD) struggle to build cognitive maps for effective spatial navigation, and existing navigation tools prioritize efficiency over spatial learning. To understand how navigation strategies differ by ability, we conducted a landmark attention study with 20 participants (ten good SOD, ten poor SOD) who navigated across four Tokyo neighborhoods in virtual reality (VR). We found systematic group differences in both gaze behavior and the types of landmarks they verbally identify as effective. Based on these findings, we built LandmarkLens, a mixed-reality (MR) navigation system that uses a vision-language model (VLM) to identify and highlight navigation-relevant landmarks. A follow-up study with eight poor-SOD participants showed improved performance in scene recognition, suggesting that guided landmark attention can support landmark-level spatial knowledge acquisition for people with poor SOD, a first step toward broader spatial learning.

cs.HC

Using LLMs to Mimic the Conversational Dynamics of Reddit Communities

Online communities face a constant battle against toxicity and misinformation. While human moderators struggle to keep pace with the volume of content, LLMs offer a promising solution for automatically generating constructive responses and shaping online interactions. This paper preliminarily investigates if LLMs can mimic the communication styles of Reddit users using their comment history as context. We evaluate two prompting approaches: predicting a target comment and filling in masked comments. We find that LLMs outperform expectations at replicating comment structure and formality, but struggle to accurately capture nuanced emotions, e.g. understating joy and overstating anger. These findings highlight a promising direction for LLMs in guiding online conversations towards prosociality influencing emergent communication patterns and norms within the community. The results of our study inspire future work with more rigorous methods of evaluation to explore the LLMs' effectiveness across diverse online communities to better understand their broader societal impact.

cs.HC

Anamnesis: An Open-Source Platform for Large-Scale Backstory-Conditioned Survey Simulation

We present Anamnesis, an interactive system for demographically controllable survey simulation using large language models. Open-source and designed for non-technical users/researchers, Anamnesis enables the prototyping and stress-testing of survey instruments on virtual populations rather than real human subjects. The platform operationalizes the recently introduced Anthology and Alterity frameworks, which use structured narrative backstories to condition model responses, within a unified web interface. It supports open-ended generation, probabilistic demographic resampling, and multimodal (image and audio) surveys. We evaluate the system through two case studies: (1) replicating segments of Pew Research Center's American Trends Panel (ATP) on political typology and biomedical issues and (2) emulating human preference in the New Yorker Caption Contest. In both cases, Anamnesis produces opinion distributions that more closely match real-world survey data than standard persona-prompting baselines, offering a transparent, reproducible, and open-source alternative to proprietary simulation services.

cs.CL

Designing Proactive Thought Partners for Writing

Writing involves diverse cognitive activities, from ideation to revision, and writers' needs vary across individuals and moments. Proactive AI promises to provide the right support at the right time, yet existing proactive tools largely focus on generic textual assistance, such as autocomplete. This paper studies the design space of proactive thought partners: AI agents that proactively offer customizable, higher-level cognitive support during writing. We instantiated this concept in a technology probe and deployed it with 16 participants for one week. The probe allows users to create partners by configuring their roles and proactivity. As users write, relevant partners take the initiative at appropriate moments to offer suggestions. Our findings show that participants configured proactive support through prospective planning, used suggestions for both idea generation and self-monitoring, and valued lightweight visual representations alongside non-directive rhetorical framing for non-intrusive interventions. We derive implications for designing proactive writing assistants around customization, timing, engagement, and representation.

cs.HC