Jan Fillies

CL
h-index3
8papers
27citations
Novelty31%
AI Score44

8 Papers

CLApr 29, 2022
User Experience Design for Automatic Credibility Assessment of News Content About COVID-19

Konstantin Schulz, Jens Rauenbusch, Jan Fillies et al.

The increasingly rapid spread of information about COVID-19 on the web calls for automatic measures of quality assurance. In that context, we check the credibility of news content using selected linguistic features. We present two empirical studies to evaluate the usability of graphical interfaces that offer such credibility assessment. In a moderated qualitative interview with six participants, we identify rating scale, sub-criteria and algorithm authorship as important predictors of the usability. A subsequent quantitative online survey with 50 participants reveals a conflict between transparency and conciseness in the interface design, as well as a perceived hierarchy of metadata: the authorship of a news text is more important than the authorship of the credibility algorithm used to assess the content quality. Finally, we make suggestions for future research, such as proactively documenting credibility-related metadata for Natural Language Processing and Language Technology services and establishing an explicit hierarchical taxonomy of usability predictors for automatic credibility assessment.

5.7CLMay 7
Algospeak, Hiding in the Open: The Trade-off Between Legible Meaning and Detection Avoidance

Jan Fillies, Ronald E. Robertson, Jeffrey Hancock

As large language models (LLMs) increasingly mediate both content generation and moderation, linguistic evasion strategies known as Algospeak have intensified the coevolution between evaders and detectors. This research formalizes the underlying dynamics grounded in a joint action model: when Algospeak increases, detectability and understandability decrease. Further, the concept of Majority Understandable Modulation (MUM) is introduced and defined as the modulation level at which additional evasive alteration increases detector evasion but loses comprehension for the majority of recipients. To empirically probe this trade-off, we introduce a reproducible framework that can be used to create meaning-preserving, Algospeak-style variants, based on an existing taxonomy and with tunable modulation levels. Using COVID-19 disinformation as a first proof-by-example setting, we construct a reference dataset of 700 modulated items, drawn from twenty base sentences across five modulation levels and seven strategies. We then run two linked evaluations with seven different language models: one testing for interpretation through meaning recovery and one for disinformation detection through classification. Curve fitting over modulation levels yields an estimate of the Majority Understandable Modulation threshold and enables sensitivity analyses across strategies and models, see Figure 1. Results reveal the characteristic relationships between understandability and modulation. This study lays the groundwork for understanding the dynamics behind Algospeak and provides the framework, dataset, and experimental setups described.

HCNov 10, 2025
Designing and Evaluating Malinowski's Lens: An AI-Native Educational Game for Ethnographic Learning

Michael Hoffmann, Jophin John, Jan Fillies et al.

This study introduces 'Malinowski's Lens', the first AI-native educational game for anthropology that transforms Bronislaw Malinowski's 'Argonauts of the Western Pacific' (1922) into an interactive learning experience. The system combines Retrieval-Augmented Generation with DALL-E 3 text-to-image generation, creating consistent VGA-style visuals as players embody Malinowski during his Trobriand Islands fieldwork (1915-1918). To address ethical concerns, indigenous peoples appear as silhouettes while Malinowski is detailed, prompting reflection on anthropological representation. Two validation studies confirmed effectiveness: Study 1 with 10 non-specialists showed strong learning outcomes (average quiz score 7.5/10) and excellent usability (SUS: 83/100). Study 2 with 4 expert anthropologists confirmed pedagogical value, with one senior researcher discovering "new aspects" of Malinowski's work through gameplay. The findings demonstrate that AI-driven educational games can effectively convey complex anthropological concepts while sparking disciplinary curiosity. This study advances AI-native educational game design and provides a replicable model for transforming academic texts into engaging interactive experiences.

48.9CLApr 28
Bye Bye Perspective API: Lessons for Measurement Infrastructure in NLP, CSS and LLM Evaluation

David Hartmann, Manuel Tonneau, Angelie Kraft et al.

The closure of Perspective API at the end of 2026 discards what has functioned as the de facto standard for automated toxicity measurement in NLP, CSS, and LLM evaluation research. We document the structural dependence that the communities built on this single proprietary tool and discuss how this dependence caused epistemic problems that have affected - and will likely continue to affect - collective research efforts. Perspective's model was periodically updated without versioning or disclosure, its annotation structure reflected a single corporate operationalisation of a contested concept, and its scores were used simultaneously as an evaluation target and an evaluation standard. Its closure leaves behind non-updatable benchmarks, irreproducible results, and ultimately a field at risk of perpetuating these issues by turning to closed-source LLMs. We use Perspective's announced termination as an opportunity to call for an independent, valid, adaptable, and reproducible toxicity and hate speech measurement infrastructure, with the technical and governance requirements outlined in this paper.

HCOct 27, 2024
Malinowski in the Age of AI: Can large language models create a text game based on an anthropological classic?

Michael Peter Hoffmann, Jan Fillies, Adrian Paschke

Recent advancements in Large Language Models (LLMs) like ChatGPT and GPT-4 have shown remarkable abilities in a wide range of tasks such as summarizing texts and assisting in coding. Scientific research has demonstrated that these models can also play text-adventure games. This study aims to explore whether LLMs can autonomously create text-based games based on anthropological classics, evaluating also their effectiveness in communicating knowledge. To achieve this, the study engaged anthropologists in discussions to gather their expectations and design inputs for an anthropologically themed game. Through iterative processes following the established HCI principle of 'design thinking', the prompts and the conceptual framework for crafting these games were refined. Leveraging GPT3.5, the study created three prototypes of games centered around the seminal anthropological work of the social anthropologist's Bronislaw Malinowski's "Argonauts of the Western Pacific" (1922). Subsequently, evaluations were conducted by inviting senior anthropologists to playtest these games, and based on their inputs, the game designs were refined. The tests revealed promising outcomes but also highlighted key challenges: the models encountered difficulties in providing in-depth thematic understandings, showed suspectibility to misinformation, tended towards monotonic responses after an extended period of play, and struggled to offer detailed biographical information. Despite these limitations, the study's findings open up new research avenues at the crossroads of artificial intelligence, machine learning, LLMs, ethnography, anthropology and human-computer interaction.

CLMar 7, 2025
Improving Hate Speech Classification with Cross-Taxonomy Dataset Integration

Jan Fillies, Adrian Paschke

Algorithmic hate speech detection faces significant challenges due to the diverse definitions and datasets used in research and practice. Social media platforms, legal frameworks, and institutions each apply distinct yet overlapping definitions, complicating classification efforts. This study addresses these challenges by demonstrating that existing datasets and taxonomies can be integrated into a unified model, enhancing prediction performance and reducing reliance on multiple specialized classifiers. The work introduces a universal taxonomy and a hate speech classifier capable of detecting a wide range of definitions within a single framework. Our approach is validated by combining two widely used but differently annotated datasets, showing improved classification performance on an independent test set. This work highlights the potential of dataset and taxonomy integration in advancing hate speech detection, increasing efficiency, and ensuring broader applicability across contexts.

CLAug 26, 2025
Mapping Toxic Comments Across Demographics: A Dataset from German Public Broadcasting

Jan Fillies, Michael Peter Hoffmann, Rebecca Reichel et al.

A lack of demographic context in existing toxic speech datasets limits our understanding of how different age groups communicate online. In collaboration with funk, a German public service content network, this research introduces the first large-scale German dataset annotated for toxicity and enriched with platform-provided age estimates. The dataset includes 3,024 human-annotated and 30,024 LLM-annotated anonymized comments from Instagram, TikTok, and YouTube. To ensure relevance, comments were consolidated using predefined toxic keywords, resulting in 16.7\% labeled as problematic. The annotation pipeline combined human expertise with state-of-the-art language models, identifying key categories such as insults, disinformation, and criticism of broadcasting fees. The dataset reveals age-based differences in toxic speech patterns, with younger users favoring expressive language and older users more often engaging in disinformation and devaluation. This resource provides new opportunities for studying linguistic variation across demographics and supports the development of more equitable and age-aware content moderation systems.

CLSep 4, 2023
Hateful Messages: A Conversational Data Set of Hate Speech produced by Adolescents on Discord

Jan Fillies, Silvio Peikert, Adrian Paschke

With the rise of social media, a rise of hateful content can be observed. Even though the understanding and definitions of hate speech varies, platforms, communities, and legislature all acknowledge the problem. Therefore, adolescents are a new and active group of social media users. The majority of adolescents experience or witness online hate speech. Research in the field of automated hate speech classification has been on the rise and focuses on aspects such as bias, generalizability, and performance. To increase generalizability and performance, it is important to understand biases within the data. This research addresses the bias of youth language within hate speech classification and contributes by providing a modern and anonymized hate speech youth language data set consisting of 88.395 annotated chat messages. The data set consists of publicly available online messages from the chat platform Discord. ~6,42% of the messages were classified by a self-developed annotation schema as hate speech. For 35.553 messages, the user profiles provided age annotations setting the average author age to under 20 years old.