人机交互
Large Vision Language Models (LVLMs) exhibit strong visual understanding and reasoning abilities. However, whether their internal representations reflect human visual cognition is still under-explored. In this paper, we address this by…
We revisit millimeter-wave (mmWave) human pose estimation (HPE) from a signal preprocessing perspective. A single mmWave frame provides structured dimensions that map directly to human geometry and motion: range, angle, and Doppler,…
Recent progress in real-time hand pose estimation from surface electromyography (sEMG) has been driven by the emg2pose benchmark, whose original baseline study concluded that velocity decoding outperforms position decoding in both…
Wearable Augmented Reality (AR) is increasingly deployed in on-the-move contexts such as automated driving, cycling, and pedestrian navigation. To date, most systems rely on additive overlays that highlight hazards, intentions, or…
Shape-Changing Interfaces (SCIs) dynamically alter their form, an inherent characteristic that introduces fragility into their design. As a result, users' perceptions of an interface's fragility or its potential to move or break may…
What does it mean to fall in love with something we know is virtual? The proliferation of conversational AI enables users to create customizable companions, fostering new intimate relationships that, while virtual, are perceived as…
Designing and evaluating in-vehicle interfaces requires experimental platforms that combine ecological validity with experimental control. Driving simulators are widely used for this purpose. However, they face a fundamental trade-off:…
We introduce CinemaWorld, a generative augmented reality system that augments the viewer's physical surroundings with automatically generated mixed reality 3D content extracted from and synchronized with 2D movie scenes. Our system…
We describe the hardware design, force-rendering approach, and evaluation of a new reconfigurable haptic interface consisting of a network of hybrid motor-brake actuation modules that apply forces via cables. Each module contains both a…
Surgical navigation provides real-time guidance by estimating the pose of patient anatomy and surgical instruments to visualize relevant intraoperative information. In conventional systems, instruments are typically tracked using fiducial…
Extended Reality (XR) systems for physical skill training have largely emphasized simulation rather than real-time in-situ instruction. We present WeldAR, an Augmented Reality (AR) system with five learning modules that overlays real-time…
During community decision-making and civic collaboration, conflicts can escalate when people suspect misinformation. We introduce the concept of sense of misinformation as experiencing someone's language or behavior as misinformation when…
What nonverbal behaviors should a robot respond to? Understanding how children-both neurotypical and autistic-engage with embodied artificial agents is critical for developing inclusive and socially interactive systems. In this paper, we…
Robots are moving beyond industrial settings into creative, educational, and public environments where interaction is open-ended and improvisational. Yet much of human-AI-robot interaction remains framed around performance and efficiency,…
Social accessibility research faces a persistent tension: assistive technologies (AT) predominantly pursue independence, yet disabled people's experiences reveal rich preferences for interdependence. Our analysis of 90 papers from 2011-2025…
Research in social accessibility aims to improve the lives of disabled people across diverse abilities and experiences by assisting with communication, relationships, and ecosystems of access. We seek to understand this intersectional body…
Mental healthcare services in the UK lack tools and resources to address the cultural needs of Muslim women, often leaving them feeling as though their values are pathologised and limiting trust and engagement [1]. Despite growing awareness…
We propose a method for generating task breakpoints based on an Origin-Centric Graph (OCG) to segment goal-oriented activity recordings into task units for adaptive playback in Virtual Reality (VR) environments. With the development of…
AI-based creativity support tools (CSTs) are evaluated through domain-specific metrics, limiting cross-domain comparison of creative processes. Embedding-based protocol analysis offers a potential domain-agnostic analytical layer. However,…
Current AI-based Creativity Support Tools (CSTs) generate massive amounts of low-level log data (e.g., clicks, parameter tweaks, metadata updates) that are hard to interpret as "creative intent". We argue that to enable future agentic…