Chengqi Xue

dblp:146/5912 · DBLP profile ↗
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24ranked-venue papers
0as first author
22since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 13 since 2021Databases, data management, data science and information retrieval · 4 · 4 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Systems, architecture and hardware · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Interface Layout of Different AI Agents in Human-Computer Cooperation
abstract
Human-computer cooperation is emerging as a key trend in human-computer interaction. Humans and AI communicate through interface layouts structured by semantic dialogue logic. This study investigates the cognitive characteristics of humans when interacting with different interface layouts (Copilot and OS agent) and AI roles under varying modes of human-computer cooperation. By integrating behavioral and eye-tracking data, this research examines how Copilot and OS agents and interfaces are influenced by semantic logic (generative and task-oriented) respectively. The leading role of either humans + AI or AI in cooperation determines the appropriate semantic logic, which subsequently shapes the corresponding interface layout. This study further clarifies how different modes of human-computer cooperation, interface layouts, and dialogue logics are interrelated, and how these factors collectively influence cooperative behavior. Additionally, it explores the underlying cognitive mechanisms of interface design through the lens of semantic dialogue logic and the cooperative distribution between humans and AI.
Wenzhe Tang, Haiyan Wang 0004, Chengqi Xue, Lulu Gan
Int. J. Hum. Comput. Interact.5
2025 Influence of design interaction modes on conceptual design behavior and inter-brain synchrony in designer teams: A fNIRS hyperscanning study
Jinchun Wu, Yixuan Liu 0001, Xiaoxi Du, Chengqi Xue
Adv. Eng. Informatics5
2025 The influence of paradigm interface guided by different visual types on MI-BCI performance
abstract
Visual paradigms of Brain-Computer Interfaces (BCI) for motor imagery (MI) tasks are the basis for communication through (electroencephalogram) EEG signals. During the MI-BCI user training process, this study analyzes and summarises four different visual paradigms and compares their impact on the outcomes of MI-BCI training. Four different visual paradigms are experimentally compared through classification outcomes and subjective evaluation. EEG features were extracted via Common Spatial Patterns (CSP) and passed to a Support Vector Machine (SVM) model for their classification. The results show that all four types of visual paradigms have a significant impact on the outcomes of MI-BCI training, with Paradigm Set II having the most significant impact. This is because paradigm set II offers a paradigm interface with relatively low visual complexity on the basis of action observation, and visual guidance with more clarity and more accurate EEG classification.
Fangyuan Tian, Chengqi Xue
Behav. Inf. Technol.6
2025 Cognitive evaluation based on regression and eye-tracking for layout on human-computer multi-interface
abstract
The human–computer cooperation process guided by natural interaction, intelligent interaction, and human–computer integration is gradually becoming a new trend in human–computer interaction. Cooperative scenarios of human–computer interaction systems often contain multi-interface and multi-device results in edges often interrupt the cognitive ergonomics of interface layout. This research takes typical areas as an example to establish a stepwise regression model to predict reaction time at an arbitrary position on the left interface. It uses a foveal region to position the starting point of attention and a parafoveal region to calculate the radius of each objective area, and design 10 similar tasks to analyze eye-tracking indexes through physiological assessment. Unlike fixed thinking such as spatial proximity on multi-interfaces, this research summarises cognitive features of layout based on the positive and negative effects of edge impact through eye-tracking analysis. It analyzes cognition including input, process, and output in human–computer cooperation from human intelligence and artificial intelligence respectively, and visualises the mapping relationship between these indexes and specific stages of cognition. Besides, the quantitative evaluation of the regression equation and qualitative analysis of the eye-tracking indexes provide a reference for other interfaces around the front interface.
Wenzhe Tang, Enid Montague, Chengqi Xue
Behav. Inf. Technol.5
2025 The Influence of Input Method and Chinese Character Complexity on the Elderly Using Smartphones to Input Information - A Study from China
abstract
The usage of smartphones holds paramount importance in enhancing the ability of elderly people to live independently. This research aims to explore the various scenarios in which Chinese elderly people employ smartphones for information input, and how input method and Chinese character complexity affect their information input process. To achieve this, we conducted semi-structured interviews to investigate typical situations where Chinese elderly individuals use smartphones to input information. Based on the survey results, we devised an experiment to assess the impact of the input method and Chinese character complexity on the elderly’s objective physical load, mental load, input performance, and subjective experience during the inputting process. The findings revealed that the choice of input method significantly affects the objective physical load. Distinct input method engaged different major muscle groups during the process. As the Chinese character complexity increased, the elderly’s input performance declined, with handwriting input being particularly affected. Thus, we proposed enhancing the current handwriting interface by allowing users to input complex Chinese characters through handwritten pinyin, and simplify the start steps of the handwriting function based on the pinyin input interface. This study contributes to the development of evidence-based guidelines for the aging design of smart mobile devices, thus enhancing the elderly’s overall experience in using such technology.
Yixuan Liu 0001, Jinchun Wu, Zihe Chen, Chengqi Xue
Int. J. Hum. Comput. Interact.6
2025 Emerging Themes and Future Directions in Neurodesign and Human-Computer Interaction: A Systematic Review
abstract
While considerable research has been conducted, the field of neurodesign and human-computer interaction (N-HCI) has yet to be methodically delineated in light of contemporary studies. In this context, this paper undertakes a systematic review with dual objectives: (a) to uncover emerging research themes within N-HCI, and (b) to provide future directions for research on N-HCI. Employing robust systematic review methodologies, this paper scrutinized 122 pertinent documents, revealing four principal emerging research themes and constructing a conceptual framework that synthesized key concepts in N-HCI. The results underscored the relative underdevelopment in research that leverages neural evidence to enhance general human-computer interface design, and the notable absence of research at the intersections of the “user” and “environment” aspects of neurodesign with HCI. Accordingly, this paper identifies underdeveloped areas in existing research that require more depth and blank areas in the conceptual framework that call for exploration as future directions.
Wenzhe Tang, Shanguang Chen, Junkai Shao, Xiaoxi Du, Jinchun Wu, Yafeng Niu, Chengqi Xue
Int. J. Hum. Comput. Interact.8
2024 A Simultaneous Color Comparison Study of Yellow and Amber in Cockpit Screen Color
abstract
With the development of display technology in the aviation field, colors are frequently used to convey information on cockpit screens through superimposing. Among these colors, both amber and yellow serve as color codes for reminders and warnings, but the urgency they signify differs when applied in aviation displays. To ensure clear differentiation between yellow and amber, this study utilizes the theory of simultaneous color contrast. Through color matching experiments, it was found that various visual factors (such as the field of view and selected aviation background color) influence the perception of yellow and amber. It is recommended that the thickness of the colored line segment be set to a field angle of 0.2° or greater, as this affects recognition. The saturation and purity of the background color should be reduced by more than 60%. After confirming the phenomenon of chromatic shift in simultaneous comparisons, the exploration of the direction and degree of chromatic shift of the background color for the two colors was continued, yielding that, for yellow, the lower the background color luminance, the lower the luminance of the alternative color value. Additionally, while amber can be adjusted under the corresponding background color to find an appropriate replacement color, yellow is most effective in its original form and has no better alternative.
Jinchun Wu, Chengqi Xue
INDIN3
2024 A method for constructing an ergonomics evaluation indicator system for community aging services based on Kano-Delphi-CFA: A case study in China
Yixuan Liu 0001, Jinchun Wu, Qianshu Fu, Haixia Feng, Yicheng Fang, Yafeng Niu, Chengqi Xue
Adv. Eng. Informatics8
2024 Cognitive characteristics in wayfinding tasks in commercial and residential districts during daytime and nighttime: A comprehensive neuroergonomic study
Jinchun Wu, Mufan Zhao, Chengqi Xue
Adv. Eng. Informatics4
2024 Effects of Different Viewing Angles and Visual Stimuli on the Performance of MI Brain-Computer Interfaces
abstract
In this study, a paradigm is proposed for 45° viewing angle and changing stimuli-based motor imagery brain-computer interface (MI-BCI). The viewing angle from the first-person perspective can better activate mirror neurons, which can improve the process of converting participants’ subjective motive intentions into operational controls. BCI performance is influenced by factors such as user attention and rhythmic visual stimulation has been shown to modulate visual attention. 18 participants completed the two-factor MI task of three viewing angles and two visual stimulus types. The results showed that the classification accuracy was found to be 76% with a 45°viewing angle and changing stimuli, which has a positive impact on the BCI's performance as well as the participants’ focus of attention during the tasks and reduces their level of visual fatigue. The findings of this study offer helpful direction for creating future interface paradigms for MI-BCI that are more effective and user-friendly.
Ying Zhang 0122, Fangyuan Tian, Chengqi Xue
Int. J. Hum. Comput. Interact.6
2024 Helping and Being Helped: Exploring the Motivations and Barriers to Upstream Reciprocity in Open-World Games
abstract
In a game world, if you are having trouble, you may ask experienced players for help; after leveling up, you may help novice players avoid difficulties in turn. This phenomenon is called in-game “upstream reciprocity (UR)”. In this article, we studied the motivations for novice players seeking help and experienced players helping others through focus groups and tested the theoretical models of potential recipients (N = 232) and donors (N = 258), respectively. Our analyses showed that for both potential recipients and donors, higher degrees of extraversion and perceived value (utilitarian and hedonic values) increased in-game UR intention. Loneliness showed the opposite outcome in models that recipients with high loneliness degrees and donors with low loneliness degrees increased in-game UR intention. Besides, self-determination theory (autonomy, competence, and relatedness) was positively associated with UR intention in the donor model. Furthermore, we tested the discouraging factor hindering players from UR. Combining all the results, we suggested the keys for designers are to improve the function and gameplay of the multiplayer mode, encourage the sharing of in-game capital, and lower the rewards of social cooperation to increase autonomy.
Chengqi Xue
Int. J. Hum. Comput. Interact.2
2024 Improving SSVEP-BCI System Interaction Efficiency: Design Recommendations for Shape of Visual Stimuli and Number of Auxiliary Stimuli
abstract
Currently, brain–computer interfaces (BCIs) have become an important part of advanced human-computer interactions. Its essence is to infer people’s ideas or purposes through brain signals to realize human-computer communication. BCI systems based on steady-state visual-evoked potentials (SSVEP) are widely used in the field of BCI because of their high information transfer rate (ITR), low training requirements, and simple system structure. To explore a reasonable design method of visual stimulation in an SSVEP-BCI interactive interface, this study completed two experiments based on the shape and presentation of visual stimulation. Experiment 1 explored the optimal shapes of different visual stimuli. The results indicated that there were significant differences in task completion times for different stimulus shapes. Combined with ergonomics experiment and subjective evaluation results, the circular was the optimal stimulus shape. Experiment 2 used different numbers of auxiliary stimuli under the condition of circular stimulus. The results showed significant differences in task completion time for various auxiliary stimuli, and the number of auxiliary stimuli negatively correlated with task completion time. Through subjective evaluation, it was found that all the median scores of the usability index increased when there were more auxiliary stimuli. The recommended number of auxiliary stimuli was eight. This research provides significant evidence for the design of visual stimulation for SSVEP-BCI systems. The experimental conclusions are of great value for improving the interaction efficiency of SSVEP-BCI systems, enhancing user experience, and expanding application fields. They will also provide new directions and ideas for the interface design of BCI systems, visual stimulation design, and application of advanced interaction technology.
Yafeng Niu, Zhaozhe Zhou, Jinchun Wu, Chengqi Xue
Int. J. Hum. Comput. Interact.7
2024 DigCode - A generic mid-air gesture coding method on human-computer interaction
Lesong Jia, Ruidong Bai, Chengqi Xue
Int. J. Hum. Comput. Stud.4
2023 How dynamic information layout in GIS interface affects users' search performance: integrating visual motion cognition into map information design
abstract
Given that the unreasonable layout caused by the surge of map information will dramatically reduce the user's operation performance, this paper proposed a 3 V layout method based on human visual motion cognition. According to the visual flow method, two visual search experiments were designed to study the influence of label layouts and graphic overlap rates on users’ search efficiency. By testing users’ reaction time and gaze behaviour, it was found that L-LR layouts arranged in a vertically symmetrical way had the best search performance among the four layouts. The overall performance of L-LR and L-TB layouts arranged in a unidirectional and symmetrical way was better than that of L-UG and L-EP layouts in the graphic and number search task. However, L-UG and L-EP layouts performed better than L-LR and L-TB ones in the graphic search under lower overlap rates. Moreover, it is also worth noting that the performance of graphic search was significantly higher than that of number search, indicating that users distinguished the location-based information represented by graphics better than that by text. The results provide a certain theoretical basis and application value for the map information layout of the GIS interface.
Junkai Shao, Jinchun Wu, Wenzhe Tang, Chengqi Xue
Behav. Inf. Technol.4
2023 Smooth Pursuit Study on an Eye-Control System for Continuous Variable Adjustment Tasks
abstract
Smooth pursuit is a physiological phenomenon of human eyes, which can be used as eye-control interaction to avoid the “Midas” problem. This article describes the smooth pursuit properties of continuous variable tasks under Euclid’s algorithm. Two experiments were conducted to investigate the effects of slider speed, initial position of “plus,” and variable value position on smooth pursuit interactions. The initial position and slider speed are combined in 12 combination forms, and the variable value positions are divided into 7 cases. Then, the optimal combination forms and variable value position case are derived. Experiment 1 divided the initial position into four levels of up, down, left and right and divided the slider speed into three levels of 1 deg/s, 2 deg/s, and 3 deg/s, concluding that the optimal combination of initial position and slider speed is that the speed is 2 deg/s and initial position is up. Experiment 2 was conducted on the basis of the conclusion obtained in experiment 1. The position of the variable value was divided into seven cases according to whether the left, center, and right of the smooth pursuit track the variable value appeared. The result showed that the position of the variable value in the center had the greatest influence on the pursuit efficiency. This research has an important value for the parameter set of smooth pursuit in the case of the Euclidean algorithm, it has great guiding significance for building smooth pursuit interaction in the context of the eye-control system.
Yafeng Niu, Chengqi Xue, Ningyue Peng, Tao Jin 0005
Int. J. Hum. Comput. Interact.4
2023 A study of button size for virtual hand interaction in virtual environments based on clicking performance
Yibing Guo, Lesong Jia, Helu Li, Chengqi Xue
Multim. Tools Appl.6
2022 Emotional Experience Design of B2C Web site Based on Emotion Recognition
abstract
This paper proposes a B2C Web site emotion feedback system based on emotion recognition, which helps users to regulate their emotions by providing relevant suggestions, thereby improving user Emotional Experience (EE) in the process of Human-Computer Interaction (HCI). Adjust the aesthetics and usability of the B2C Web site to change the emotions of 16 users, combining subjective evaluation and Baidu’s facial expression recognition service to measure the user’s EE. After that, the emotion feedback system is generated in combination with the service, and the user’s emotions are displayed in real time through color symbol expressions. When negative emotions are recognized, a dialog box will pop up to remind users to relax. The results show that this emotion feedback system aimed at regulating users' emotions can be applied to B2C Web sites. This study provides more directions for the design research of user EE in the future.
Lanxin Li, Chengqi Xue, Wenzhe Tang
INDIN2
2022 Research on visual representation of icon colour in eye-controlled systems
Yafeng Niu, Hongrui Zuo, Jiaxin He, Lang Xiao, Guorui Ma, Zijian Han, Chengqi Xue, Xiaokang Zhou, Tao Jin 0005
Adv. Eng. Informatics11
2022 Cueing effects of colour on attention management in multiple-view visualisations: evidence from eye-tracking by using a dual-task paradigm
abstract
Multiple-view visualisation leads to additional switching cost on attention management between viewports. In this study, we compare the cueing effect of chromatic and achromatic colours on mitigating viewport switching cost in multiple-view visualisations through the dual-task paradigm. There is a concurrent need for managing attention within and between viewports, and performing a three single-digit mental addition task, which poses challenge for the capacity-limited working memory (WM). Response time and total fixation count support the benefit of chromatic colours in within-viewport attention management. First-pass progressive fixation time reveals that chromatic colours lead to better coherence within the viewport than achromatic colours, and there exist a correction process for attention misguidance in invalid cueing conditions. We employed re-visitation count and duration as direct measures of WM reinstatement. Fewer re-visitation count and shorter duration in the valid chromatic cueing condition indicate that more WM resources were freed up for the primary task, and reduced resources were depleted on overcoming the viewport switching cost. The positive role of valid chromatic colour cues become increasingly evident when more viewports presented simultaneously. The study provides eye movement evidence that chromatic cues can effectively lessen the switching cost on attention management in multiple-view visualisations.
Ningyue Peng, Lianxin Song, Haiyan Wang 0004, Chengqi Xue
Behav. Inf. Technol.5
2022 Non-trajectory-based gesture recognition in human-computer interaction based on hand skeleton data
Lesong Jia, Chengqi Xue
Multim. Tools Appl.3
2021 Inhibition Effect of Audio-Visual Semantic Interference in Chinese Interface: An ERP Study of Concrete Icons and Chinese Characters
abstract
In this study, event-related potential (ERP) was used to examine whether the brain has an inhibition effect on the interference of audio-visual information in the Chinese interface. Concrete icons (flame and snowflake) or Chinese characters (暖 and 凉) with opposite semantics were used as target carriers, and colors (red and blue) and speeches (热 and 冷) were used as audio-visual intervention stimuli. In the experiment, target carrier and audio-visual intervention were presented in a random combination, and the subjects needed to determine whether the semantics of the two matched quickly. By comparing the overall cognitive performance of two carriers, it was found that the brain had a more significant inhibition effect on audio-visual intervention stimuli with different semantics (SBH/LBH and SRC/LRC) relative to the same semantics (SRH/LRH). The semantic mismatch caused significant N400, indicating that semantic interference in the interface information would trigger the brain’s inhibition effect. Therefore, the more complex the semantic matching of interface information was, the higher the amplitude of N400 became. The results confirmed that the semantic relationship between target carrier and audio-visual intervention was the key factor affecting the cognitive inhibition effect. Moreover, under different intervention stimuli, the ERP’s negative activity caused by Chinese characters in frontal and parietal-occipital regions was more evident than that by concrete icons, indicating that concrete icons had a lower inhibition effect than Chinese characters. Therefore, we considered that this inhibition effect was based on the semantic constraints of the target carrier itself, which might come from the knowledge learning and intuitive experience stored in the human brain.
Junkai Shao, Chengqi Xue
Int. J. Pattern Recognit. Artif. Intell.2
2021 Priming Effect of Colour on Aiding the Attentional Reorientation in Sequential Presentations of Temporal Data Visualization: Evidence From Eye-Tracking
abstract
Abstract In the present study, we focus on the priming effect of colour on mitigating the attentional reorientation cost, which is led by re-constructing the frame of reference for attention shift and visual search in sequential presentations of temporal data visualization. The study involves two experiments using complementary recordings of behavioural performance and eye-tracking events. Two aspects of colour primes are highlighted: the prime validity and the colour perceptual accessibility. A task paradigm integrating the feature search and keeping-track task was adopted in our experiments. In Experiment 1 (with a group of 16 participants), we confirmed the colour priming effect by comparing the priming condition to the neutral baseline. Furthermore, global colours that are with high perceptual accessibility generated more evident priming effects than local colours. However, more interferences in misguiding the attention to task-irrelevant regions were found when the global primes were invalid. In Experiment 2 (with another group of 15 participants), we verify the finding in Experiment 1 that global colours produced more pronounced priming effects in alleviating the attentional reorientation cost by comparing two groups of real-world visualizations with either global or local colours as the prime. Large saccades were initiated much earlier, and the search efficiency got improved when provided with global colours. We conjecture that the facilitatory effect from global colours may stem from its benefit on the pre-attentive processing of the search field. The research findings provide evidence for utilizing colours as the primes in mitigating the attentional reorientation cost and accelerating visual search in sequential presentations.
Ningyue Peng, Chengqi Xue, Haiyan Wang 0004, Yafeng Niu
Interact. Comput.2
2018 An Evaluation Method of Visualization Using Visual Momentum Based on Eye-Tracking Data
abstract
A new method based on eye-tracking data — visual momentum (VM) — was introduced to quantitatively evaluate a dynamic interactive visualization interface. We extracted the dimensionless factors from the raw eye-tracking data, including the fixation time factor [Formula: see text], the saccade amplitude factor D and the fixation number factor [Formula: see text]. A predictive regression model of VM was deduced by eye movement factors and the performance response time (RT). In Experiment 1, the experimental visualization materials were designed with six effectiveness levels according to design techniques proposed by Woods to improve VM (total replacement, fixed format data replacement, long shot, perceptual landmark and spatial representation) and were tested in six parallel subject groups. The coefficients of the regression model were calculated from the data of 42 valid subjects in Experiment 1. The mean VM of each group exhibited an increasing trend with an increase in design techniques. The data of the performance and eye tracking among the combined high VM group, middle VM group and low VM group indicated significant differences. The data analysis indicates that the results were consistent with the previous qualitative research of VM. We tested and verified this regression model in Experiment 2 with another dynamic interactive visualization. The results indicated that the VM calculated by the regression model was significantly correlated with the performance data. Therefore, the virtual parameter VM can be a quantitative indicator for evaluating dynamic visualization. It could be a useful evaluation method for the dynamic visualization in general working environments.
Chengqi Xue, Yafeng Niu
Int. J. Pattern Recognit. Artif. Intell.2
2014 Study of the product color's image based on the event-related potentials
abstract
This research presents a new approach to explore the relationship between perception of product's color and their image. Event-related potentials (ERP) are used to reveal the brain responds to variation of image words within the same color category. Sofa was used as an example in this study. Firstly, all of the sample sofa pictures were made in the warm color tone according to the HSB color space; Next, through a questionnaire survey, we deduced that the three adjective words to match the color in three degree are: (i) passionate, (ii)mild, (iii) refreshing. The evaluation result showed that the reaction time were shorter for Related (passionate) and Conflict words (mild) than for the Vague word (refreshing). P200 and N400 components were identified in the -100 to 600 ms interval by the repeated analysis. The P200 component was larger for the related condition than for the unrelated condition, in addition, a right anterior P200 effect was observed. Meanwhile, the N400 component can be elicited by both Vague word and Conflict word, which suggested that these two kinds of word were not match the image of the target color. These findings reveal that the ERP can identify the relationship between semantic and perception of color sensitively, therefore, can help designers in achieving a desirable image of product's color effectively.
Mo Chen 0010, Chengqi Xue, Haiyan Wang 0004, Yunfei Chen 0004
SMC2