Chewing-side preference (CSP) is a risk factor for temporomandibular disorders (TMDs) and a behavioral manifestation. Although TMDs affect roughly one-third of the global population, assessment relies on clinical examinations and self-reports, providing limited insight into everyday jaw function. We present CHOMP, the...
Jonas Hummel, Maximilian Burzer, Felix Schlotter et al.· 0 citations
Multi-framework Governance, Risk and Compliance (GRC) platforms increasingly automate the link between an organisation's self-assessment answer and the compliance obligations that answer is said to satisfy. Cross-framework control mapping, AI-suggested question correlation, and automatic propagation of answers and evid...
Nikolaos Kekatos, Michael Ioannou, Marina Korgiala-Karyda et al.· 0 citations
Despite its promise for scaling robot learning, egocentric manipulation data is still scarce today. Collection at scale requires vertically integrating ergonomic hardware with centimeter-precise 3D algorithms, at a precision that has not been publicly demonstrated. To address this gap, we introduce RoboCap, a 250\,g si...
Extended reality (XR) is increasingly a setting for empirical visualization research, where study-relevant state is distributed across headset and controller pose, scene configuration, selections, spatial layouts, and AR anchors. Existing XR tools support parts of the workflow, such as scene authoring, interaction, or...
Shano Liang, Max Chen, Lane Harrison· 0 citations
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Visualization research has long examined embellishment and animation, while the design of rich interaction-contingent feedback remains under-articulated as a systematic design space. We introduce JuicyVIS, a theory-informed operationalization of juicy feedback for interactive visualization that translates ideas from ga...
Recent years have seen an increasing need for MR tools for game development and visual game analytics. However, the number of visual game analytics tools for MR games remains scarce due to the unique complexities in integrating real components from both the physical and the digital worlds in MR games. Existing visual a...
Nahian Rifaat, Fedir Skliar, Parisa Sargolzaei et al.· 0 citations
Small multiple time series visualizations are often used for real-time data monitoring tasks in high-impact domains such as healthcare and manufacturing. Effective design is critical because users rely on these visualizations to monitor data from many entities, such as patients or machines, often while distracted. User...
Sydney K. Purdue, Enrico Bertini, Melanie Tory· 0 citations
Visualization dashboards are widely used interactive tools, but a disconnect exists between the dynamic data they display and their static structure. End-users cannot modify the dashboard to answer new questions. We introduce Living Dashboards, whose views are born, wither, revive, and die in response to how they are u...
Mingyu An, Heyon Jeon, Sungbok Shin et al.· 0 citations
The COVID-19 pandemic emphasised the importance of remote emotional communication and highlighted a gap in existing technologies that lack haptic channels. While video calls maintain visual and auditory presence, they cannot convey the emotional depth of physical contact, especially hugging, a universally recognised fo...
Russian (Ruo-Xuan), Wu, Luke Hespanhol et al.· 0 citations
Data-driven policing often prioritizes incident records over residents' lived experiences. In the Baltic city of Riga, with a history of distrust and limited community-police engagement, this can further alienate the public. To bridge this gap, we propose a Research through Design (RtD) inquiry into the development of...
Automated service systems increasingly generate algorithmic operational decisions that shape how services are delivered. However, these decisions reach end-users only through frontline workers who carry them out in real-world settings. During this process, automated decisions can diverge from user expectations, surfaci...
Yongjae Sohn, Daehyun Kwak, Jiyeon Amy Seo et al.· 0 citations
Artificial Intelligence (AI) tools are widely used to support decision making in tasks and domains where no immediate performance feedback is available. In these settings, users cannot learn to adjust their reliance behavior over time through trial and error. However, little is known about how novice users calibrate re...
Eun Jeong Kang (Xianpi), Peter (Xianpi), Duan et al.· 0 citations
Students in MIT’s Concourse program delve deeply into the human condition, debate challenging questions, and learn to develop judgment about issues that can’t be quantified.
Jennifer Neville did not want to go into computer science—but that’s exactly where she landed. Neville discusses the starts and stops that led to her professional sweet spot and her work identifying “surprising failures” making it hard for AI to handle complexity. The post What AI gets wrong and what failure teaches us appeared first on Microsoft Research.
MIT News · Artificial Intelligence· news.mit.eduSep 30, 2026
Able to defeat top-ranked human players and more efficient than other models, the new system could help decision-makers in military maneuvers or business negotiations.
Computer scientist, entrepreneur, and philanthropist will collaborate with the MIT Schwarzman College of Computing to advance AI and scientific discovery.
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