HCI Deep Dives

HCI Deep Dives

HCI Deep Dives is your go-to podcast for exploring the latest trends, research, and innovations in Human Computer Interaction (HCI). AI-generated using the latest publications in the field, each episode dives into in-depth discussions on topics like wearable computing, augmented perception, cognitive augmentation, and digitalized emotions. Whether you’re a researcher, practitioner, or just curious about the intersection of technology and human senses, this podcast offers thought-provoking insights and ideas to keep you at the forefront of HCI.

Episodes

October 1, 2025 15 mins

Our bodies experience a wide variety of kinesthetic forces as we go about our daily lives, including the weight of held objects, contact with surfaces, gravitational loads, and acceleration and centripetal forces while driving, to name just a few. These forces are crucial to realism, yet simply cannot be rendered with today’s consumer haptic suits, which primarily rely on arrays of vibration actuators built into vests. Rigid exoske...

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Xiaru Meng, Yulan Ju, Christopher Changmok Kim, Yan He, Giulia Barbareschi, Kouta Minamizawa, Kai Kunze, and Matthias Hoppe. 2025. A Placebo Concert: The Placebo Effect for Visualization of Physiological Audience Data during Experience Recreation in Virtual Reality. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25). Association for Computing Machinery, New York, NY, USA, Article 807, 1–16. ht...

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Perceiving and altering the sensation of internal physiological states, such as heartbeats, is key for biofeedback and interoception. Yet, wearable devices used for this purpose can feel intrusive and typically fail to deliver stimuli aligned with the heart’s location in the chest. To address this, we introduce Heartbeat Resonance, which uses low-frequency sound waves to create non-contact haptic sensations in the chest cavity, mim...

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To enhance focused eating and dining socialization, previous Human-Food Interaction research has indicated that external devices can support these dining objectives and immersion. However, methods that focus on the food itself and the diners themselves have remained underdeveloped. In this study, we integrated biofeedback with food, utilizing diners’ heart rates as a source of the food’s appearance to promote focused eating and din...

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When several individuals collaborate on a shared task, their brain activities often synchronize. This phenomenon, known as Inter-brain Synchronization (IBS), is notable for inducing prosocial outcomes such as enhanced interpersonal feelings, including closeness, trust, empathy, and more. Further strengthening the IBS with the aid of external feedback would be beneficial for scenarios where those prosocial feelings play a vital role...

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Yulan Ju, Xiaru Meng, Harunobu Taguchi, Tamil Selvan Gunasekaran, Matthias Hoppe, Hironori Ishikawa, Yoshihiro Tanaka, Yun Suen Pai, and Kouta Minamizawa. 2025. Haptic Empathy: Investigating Individual Differences in Affective Haptic Communications. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25). Association for Computing Machinery, New York, NY, USA, Article 501, 1–25. https://doi.org/10....

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Riku Kitamura, Kenji Yamada, Takumi Yamamoto, and Yuta Sugiura. 2025. Ambient Display Utilizing Anisotropy of Tatami. In Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '25). Association for Computing Machinery, New York, NY, USA, Article 3, 1–15. https://doi.org/10.1145/3689050.3704924

 

Recently, digital displays such as liquid crystal displays and projectors have enable...

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Hu, Yuhan, Peide Huang, Mouli Sivapurapu, and Jian Zhang. "ELEGNT: Expressive and Functional Movement Design for Non-anthropomorphic Robot." arXiv preprint arXiv:2501.12493(2025).

https://arxiv.org/abs/2501.12493

Nonverbal behaviors such as posture, gestures, and gaze are essential for conveying internal states, both consciously and unconsciously, in human interaction. For robots to interac...

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K. Brandstätter, B. J. Congdon and A. Steed, "Do you read me? (E)motion Legibility of Virtual Reality Character Representations," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 299-308, doi: 10.1109/ISMAR62088.2024.00044.

 

We compared the body movements of five virtual reality (VR) avatar representations in a user study (N=53) to ascertain how well these representations could...

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The Oscar best picture winning movie CODA has helped introduce Deaf culture to many in the hearing community. The capital "D" in Deaf is used when referring to the Deaf culture, whereas small "d" deaf refers to the medical condition. In the Deaf community, sign language is used to communicate, and sign has a rich history in film, the arts, and education. Learning about the Deaf culture in the United States and the importance of Ame...

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J. Lee et al., "Whirling Interface: Hand-based Motion Matching Selection for Small Target on XR Displays," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 319-328, doi: 10.1109/ISMAR62088.2024.00046.

We introduce “Whirling Interface,” a selection method for XR displays using bare-hand motion matching gestures as an input technique. We extend the motion matching input method, by...

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Z. Chang et al., "Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents’ Awareness of User Physiological States," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 406-415, doi: 10.1109/ISMAR62088.2024.00055. https://doi.org/10.1109/ISMAR62088.2024.00055

In human-agent interaction, establishing trust and a social bond with the agent is crucial to improving c...

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Uğur Genç and Himanshu Verma. 2024. Situating Empathy in HCI/CSCW: A Scoping Review. Proc. ACM Hum.-Comput. Interact. 8, CSCW2, Article 513 (November 2024), 37 pages. https://doi.org/10.1145/3687052

 

Empathy is considered a crucial construct within HCI and CSCW, yet our understanding of this complex concept remains fragmented and lacks consensus in existing research. In this scoping review of 121 articles from the ACM Digital Libr...

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Isna Alfi Bustoni, Mark McGill, and Stephen Anthony Brewster. 2024. Exploring the Alteration and Masking of Everyday Noise Sounds using Auditory Augmented Reality. In Proceedings of the 26th International Conference on Multimodal Interaction (ICMI '24). Association for Computing Machinery, New York, NY, USA, 154–163. https://doi.org/10.1145/3678957.3685750

While noise-cancelling headphones can block out or mask environmental noise ...

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Pratheep Kumar Chelladurai, Ziming Li, Maximilian Weber, Tae Oh, and Roshan L Peiris. 2024. SoundHapticVR: Head-Based Spatial Haptic Feedback for Accessible Sounds in Virtual Reality for Deaf and Hard of Hearing Users. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24). Association for Computing Machinery, New York, NY, USA, Article 31, 1–17. https://doi.org/10.1145/3663548...

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Giulia Barbareschi, Ando Ryoichi, Midori Kawaguchi, Minato Takeda, and Kouta Minamizawa. 2024. SeaHare: An omidirectional electric wheelchair integrating independent, remote and shared control modalities. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24). Association for Computing Machinery, New York, NY, USA, Article 9, 1–16. https://doi.org/10.1145/3663548.3675657

Depend...

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Giulia Barbareschi, Songchen Zhou, Ando Ryoichi, Midori Kawaguchi, Mark Armstrong, Mikito Ogino, Shunsuke Aoiki, Eisaku Ohta, Harunobu Taguchi, Youichi Kamiyama, Masatane Muto, Kentaro Yoshifuji, and Kouta Minamizawa. 2024. Brain Body Jockey project: Transcending Bodily Limitations in Live Performance via Human Augmentation. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '24...

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F. Chiossi, I. Trautmannsheimer, C. Ou, U. Gruenefeld and S. Mayer, "Searching Across Realities: Investigating ERPs and Eye-Tracking Correlates of Visual Search in Mixed Reality," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 6997-7007, Nov. 2024, doi: 10.1109/TVCG.2024.3456172.

Mixed Reality allows us to integrate virtual and physical content into users' environments seamlessly. Yet, how this fu...

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S. Cheng, Y. Liu, Y. Gao and Z. Dong, "“As if it were my own hand”: inducing the rubber hand illusion through virtual reality for motor imagery enhancement," in IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 7086-7096, Nov. 2024, doi:        10.1109/TVCG.2024.3456147

Brain-computer interfaces (BCI) are widely used in the field of disability assistance and rehabilitation, and virtual reality (VR) is ...

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Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, and Hans Gellersen. 2024. Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality. IEEE Transactions on Visualization and Computer Graphics 30, 11 (Nov. 2024), 7234–7244. https://doi.org/10.1109/TVCG.2024.3456153

Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However...

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