Hasil untuk "cs.HC"

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arXiv Open Access 2026
Enhancing Financial Literacy and Management through Goal-Directed Design and Gamification in Personal Finance Application

Phuong Lien To

This study explores the development of a financial management application for young people using Alan Cooper's Goal-Directed Design method. Through interviews, surveys, and usability testing, the application was designed to improve financial literacy by combining personalised features and gamification. Findings highlight the effectiveness of gamified learning and tailored experiences in encouraging better financial behaviour among young users.

en cs.HC
CrossRef Open Access 2025
Development and Validation of a Diabetes Risk Prediction Model With Individualized Preventive Intervention Effects

Byron Jaeger, Ramon Casanova, Yitbarek Demesie et al.

Abstract Objective Type 2 diabetes risk prediction models lack the option to predict risk conditional on initiating different preventive interventions. Our objective was to develop and validate a diabetes risk prediction model with individualized preventive intervention effects among racially diverse populations. Methods The derivation cohort included participants in the Diabetes Prevention Program (DPP) trial randomized to placebo, metformin, or intensive lifestyle intervention (n = 2640). A risk prediction model for incident diabetes was developed using Cox proportional hazards regression using clinically available predictors: sex, glycated hemoglobin, fasting plasma glucose (FPG), body mass index (BMI), triglycerides, and intervention. To create individualized intervention effects, pairwise interactions between intervention and age, FPG, and BMI were included. The discrimination, calibration, and net benefit of the model's 3-year predictions for incident diabetes were internally validated within the DPP and externally validated among participants with prediabetes in the Multi-Ethnic Study of Atherosclerosis (MESA; n = 2104). Results In DPP and MESA, mean (SD) age was 51 years (11) and 64 (10), and 67% and 50% of participants were women, respectively. The mean C-statistic was 0.71 [95% confidence interval (CI): 0.68, 0.74] in DPP and 0.86 (95% CI: 0.83, 0.88) in MESA. The optimal preventive intervention (lowest 3-year risk) was lifestyle for 86% and 97% of DPP and MESA participants, respectively, and metformin for the remaining. Model performance was similar across race/ethnicity groups. Conclusion This is the first study to develop and validate a diabetes risk prediction model with individualized preventive intervention effects that may improve clinical decision-making and diabetes prevention.

5 sitasi en
arXiv Open Access 2025
Identifying Ethical Challenges in XR Implementations in the Industrial Domain: A Case of Off-Highway Machinery

Anastasia Sergeeva, Claudia Negri-Ribalta, Gabriele Lenzini

Although extended reality(XR)-using technologies have started to be discussed in the industrial setting, it is becoming important to understand how to implement them ethically and privacy-preservingly. In our paper, we summarise our experience of developing XR implementations for the off-highway machinery domain by pointing to the main challenges we identified during the work. We believe that our findings can be a starting point for further discussion and future research regarding privacy and ethical challenges in industrial applications of XR.

en cs.HC
arXiv Open Access 2025
Human-AI Co-Creation: A Framework for Collaborative Design in Intelligent Systems

Zhangqi Liu

As artificial intelligence (AI) continues to evolve from a back-end computational tool into an interactive, generative collaborator, its integration into early-stage design processes demands a rethinking of traditional workflows in human-centered design. This paper explores the emergent paradigm of human-AI co-creation, where AI is not merely used for automation or efficiency gains, but actively participates in ideation, visual conceptualization, and decision-making. Specifically, we investigate the use of large language models (LLMs) like GPT-4 and multimodal diffusion models such as Stable Diffusion as creative agents that engage designers in iterative cycles of proposal, critique, and revision.

en cs.HC, cs.AI
arXiv Open Access 2025
On the usability of generative AI: Human generative AI

Anna Ravera, Cristina Gena

Generative AI systems are transforming content creation, but their usability remains a key challenge. This paper examines usability factors such as user experience, transparency, control, and cognitive load. Common challenges include unpredictability and difficulties in fine-tuning outputs. We review evaluation metrics like efficiency, learnability, and satisfaction, highlighting best practices from various domains. Improving interpretability, intuitive interfaces, and user feedback can enhance usability, making generative AI more accessible and effective.

en cs.HC, cs.AI
arXiv Open Access 2025
LLM-Driven NPCs: Cross-Platform Dialogue System for Games and Social Platforms

Li Song

NPCs in traditional games are often limited by static dialogue trees and a single platform for interaction. To overcome these constraints, this study presents a prototype system that enables large language model (LLM)-powered NPCs to communicate with players both in the game en vironment (Unity) and on a social platform (Discord). Dialogue logs are stored in a cloud database (LeanCloud), allowing the system to synchronize memory between platforms and keep conversa tions coherent. Our initial experiments show that cross-platform interaction is technically feasible and suggest a solid foundation for future developments such as emotional modeling and persistent memory support.

en cs.HC, cs.AI
arXiv Open Access 2025
Towards Attention-Aware Large Language Models: Integrating Real-Time Eye-Tracking and EEG for Adaptive AI Responses

Dan Zhang

This project proposes an attention-aware LLM that integrates EEG and eye tracking to monitor and measure user attention dynamically. To realize this, the project will integrate real-time EEG and eye-tracking data into an LLM-based interactive system and classify the user's attention state on the fly. The system can identify five attention states: High Attention, Stable Attention, Dropping Attention, Cognitive Overload, and Distraction. It responds accordingly to each state, with a particular focus on adapting to decreased attention, distraction, and cognitive overload to improve user engagement and reduce cognitive load.

en cs.HC
arXiv Open Access 2024
CyberMoraba: A game-based approach enhancing cybersecurity awareness

Mike Nkongolo

Numerous studies confirm Cybersecurity Awareness Games (CAGs) effectively bolster organisational security against cyberattacks. This article introduces a serious CAG, integrating the traditional South African Morabaraba board game into cybersecurity education. Players adopt roles of defenders or attackers, strategically placing tokens to enhance awareness. Evaluation shows positive outcomes, enhancing understanding and enjoyment among participants.

arXiv Open Access 2023
Designing for Affective Augmentation: Assistive, Harmful, or Unfamiliar?

Abdallah El Ali

In what capacity are affective augmentations helpful to humans, and what risks (if any) do they pose? In this position paper, we outline three works on affective augmentation systems, where our studies suggest these systems have the ability to influence our cognitive, affective, and (social) bodily perceptions in perhaps unusual ways. We provide considerations on whether these systems, outside clinical settings, are assistive, harmful, or as of now largely unfamiliar to users.

en cs.HC
arXiv Open Access 2023
Quality Evaluation of Projection-Based VR Displays

Dave Pape, Dan Sandin

We present a collection of heuristics and simple tests for evaluating the quality of a projection-based virtual reality display. A typical VR system includes numerous potential sources of error. By understanding the characteristics of a correctly working system, and the types of errors that are likely to occur, users can quickly determine if their display is inaccurate and what components may need correction.

en cs.HC, cs.GR
arXiv Open Access 2023
User Experience Considered Harmful (for the Planet)

Markus Löchtefeld

Great user experience is killing us (more or less)! My argument in this provocation is that the excessive focus on user experience (UX) by the tech industry and academic community has a negative impact on the sustainability of ICT devices. I will argue based on two examples, that we need new metrics or extend current UX metrics to also include third order effects and sustainability perspectives. Lastly, I would like us - the (Sustainable) HCI community - to increase our focus on solving the problems that result from our very own creations.

en cs.HC
arXiv Open Access 2022
Embodying the Glitch: Perspectives on Generative AI in Dance Practice

Benedikte Wallace, Charles P. Martin

What role does the break from realism play in the potential for generative artificial intelligence as a creative tool? Through exploration of glitch, we examine the prospective value of these artefacts in creative practice. This paper describes findings from an exploration of AI-generated "mistakes" when using movement produced by a generative deep learning model as an inspiration source in dance composition.

en cs.HC
arXiv Open Access 2022
An Engineer's Nightmare: 102 Years of Critical Robotics

Christopher Csíkszentmihályi

A critical and re-configured HRI might look to the arts, where another history of robots has been unfolding since the Czech artist Karel Capek's critical robotic labor parable of 1921, in which the word robot was coined in its modern usage. This paper explores several vectors by which artist-created robots, both physical and imaginary, have offered pronounced contrasts to robots-as-usual, and offers directions as to how these more emancipated cousins might be useful to the field of HRI.

en cs.HC, cs.RO
arXiv Open Access 2020
Data-First Visualization Design Studies

Michael Oppermann, Tamara Munzner

We introduce the notion of a data-first design study which is triggered by the acquisition of real-world data instead of specific stakeholder analysis questions. We propose an adaptation of the design study methodology framework to provide practical guidance and to aid transferability to other data-first design processes. We discuss opportunities and risks by reflecting on two of our own data-first design studies. We review 64 previous design studies and identify 16 of them as edge cases with characteristics that may indicate a data-first design process in action.

en cs.HC
arXiv Open Access 2020
Smart Refrigerator using Internet of Things and Android

Abhishek Das, Vivek Dhuri, Ranjushree Pal

The kitchen is regarded as the central unit of the traditional as well as modern homes. It is where people cook meals and where our families sit together to eat food. The refrigerator is the pivotal of all that, and hence it plays an important part in our regular lives. The idea of this project is to improvise the normal refrigerator into a smart one by making it to place order for food items and to create an virtual interactive environment between it and the user.

en cs.HC
arXiv Open Access 2020
The DIDI dataset: Digital Ink Diagram data

Philippe Gervais, Thomas Deselaers, Emre Aksan et al.

We are releasing a dataset of diagram drawings with dynamic drawing information. The dataset aims to foster research in interactive graphical symbolic understanding. The dataset was obtained using a prompted data collection effort.

en cs.HC, cs.CV

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