VLDB 2026 Research / reviewers in the wild / expert
Ruowei Xiao
dblp:141/0133
· DBLP profile ↗
6ranked-venue papers
5as first author
3since 2021 · last 2022
0000-0003-1444-828XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021Systems, architecture and hardware · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Internet-of-Gamification: A Review of Literature on IoT-enabled Gamification for User EngagementabstractEngagement is a common goal pursued by most social and technical systems, because of its widely acknowledged effects on enhancing user acceptance and performance. Previous research has shown that a system’s ability to engage users involves two known aspects: the technology foundation that determines the interactive paths for engaging users and the design methodology that determines the atop user experience to be conveyed through those paths. In recent years, an emerging and promising engagement approach that integrates both an advanced technology stack and novel design methodology, i.e. IoT-enabled Gamification (IeG), has attracted wide interest from both public and private sectors. This article aims to conduct a systematic review to answer some fundamental questions. 75 papers were reviewed under a 3-axis analysis framework of user engagement, the majority of which indicated that IeG is linked to increased engagement in a variety of application domains, stages, and population scales. Ruowei Xiao, Zhanwei Wu, Juho Hamari |
Int. J. Hum. Comput. Interact. | 1 |
| 2022 | Exploring the Player Experiences of Wearable Gaming Interfaces: A User Elicitation StudyabstractThe design and development of playful wearable devices is a challenging and complicated problem. It entails not only multidisciplinary expertise but also a comprehensive understanding of player experience. There is a scarcity of evidence-based studies in current state-of-art literature that investigate general design practices and provide pragmatic design implications and suggestions based on solid user-centered research. To bridge the gap, we developed five experience prototypes based on the speculative design concepts from previous studies, and a Wizard of Oz experiment was conducted to elicit end users' feedback regarding general gaming experience as well as specific design themes in different gaming scenarios. The user experiment results were analyzed qualitatively following a rigorous thematic analysis, generating five major design implications as output. We believe this study will offer forward-looking insights to designers, developers and the research community, facilitating future work in this field. Ruowei Xiao, Sangwon Jung, Oguz Turan Buruk, Juho Hamari |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | Designing Gaming Wearables: From Participatory Design to Concept CreationabstractIn this pictorial, we depict our design process on gaming wearables starting from participatory design workshops to concept creation. Wearables possess strong qualities for gaming such as performativity, sociality and interactivity. However, it is an emergent field and there is a dearth of design knowledge especially when it comes to designing wearables for mainstream gaming platforms such as game consoles. Our aim is to explore this field elaborately with a research through design approach and also clearly exemplify how our design process progressed through different phases. Our results, apart from helping wearables designers to understand critical features for mainstream gaming, will also demonstrate the techniques and methods for extracting knowledge from PD workshops and incorporating it in a conceptual design phase. Sangwon Jung, Ruowei Xiao, Oguz Turan Buruk, Juho Hamari |
TEI | 2 |
| 2019 | A Finite-State-Machine model driven service composition architecture for internet of things rapid prototyping
Ruowei Xiao, Zhanwei Wu |
Future Gener. Comput. Syst. | 1 |
| 2018 | A semantic HTML based approach for geosensor media
Ruowei Xiao, Zhanwei Wu, Kazunori Sugiura |
GeoInformatica | 1 |
| 2013 | Relative Location Oriented Mobile LBSabstractMobile location-based services (LBS) usually define locations in an absolute way, mainly coordinates. However, this absolute presentation of location rarely appears in the context of daily life. Instead, people tend to use relative location, defined on the basis of a location with relation to other locations. Research in cognitive geography also imply that relative location is closer to the human cognitive model. We suggest that this discrepancy between the understanding of "location" from the human being side and the machine side acts as a major intrinsic cause of many problems shown in today's LBS, such as usability, accessibility or privacy issues. In this paper, benefits of taking advantages of relative location information are discussed. A framework of relative location orientated social networking is proposed by analyzing location related human knowledge and activities. To reveal potential challenges, a prototype is proposed and evaluated. Ruowei Xiao, Zhanwei Wu, Kazunori Sugiura |
MoMM | 1 |