Demo Data from VLDB 2026 / reviewers in the wild / expert
Xiyu Li
dblp:16/10190
· DBLP profile ↗
4ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Theory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Accessibility and assistive technology · 56% Games and playful interaction · 44% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology › software accessibility
game accessibility |
0.9 | 1 | 2025 | How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies · CHI 2025 |
Games and playful interaction › digital gaming
mobile gaming |
0.9 | 1 | 2025 | How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies · CHI 2025 |
Accessibility and assistive technology › visual impairment
blind and low vision users |
0.3 | 1 | 2025 | How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
user study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Understanding How Visually Impaired Players Socialize in Mobile GamesabstractMobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries.An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate, compete, and build friendships.In China, visually impaired communities face significant social challenges in offline settings, making mobile games a crucial avenue for socialization.However, the design of mobile games and their mapping to real-world environments significantly shape their social gaming experiences.This study explores how visually impaired players in China navigate socialization and integrate into gaming communities.Through interviews with 30 visually impaired players, we found that while mobile games fulfill many of their social needs, technological barriers and insufficient accessibility features, and internal community divisions present significant challenges to their participation.This research sheds light on their social experiences and offers insights for designing more inclusive and accessible mobile games. Zihe Ran, Xiyu Li, Qing Xiao 0002, Yanyun Wang 0010, Franklin Mingzhe Li, Zhicong Lu |
ASSETS | 2 |
| 2025 | How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
Zihe Ran, Xiyu Li, Qing Xiao 0002, Xianzhe Fan, Franklin Mingzhe Li, Yanyun Wang 0010, Zhicong Lu |
CHI | 2 |
| 2024 | Dual Data- and Knowledge-Driven Land Cover Mapping Framework for Monitoring Annual and Near-Real-Time ChangesabstractAs one of the most important application for remote sensing monitoring, land cover mapping has witnessed notable advancements in data acquisition, algorithmic diversity, and classification accuracy. Despite the instrumental role data-driven algorithms have played in the development of global land cover products, their inherent limitations as “black box” methods often fall short of meeting end-users’ specific requirements. In this study, built upon the foundation of the earlier land cover monitoring platform [FROM-GLC plus(FGP)], a data and knowledge dual-driven framework (FGP 2.0) was developed as a user-adaptive framework for intelligent remote sensing land cover mapping. By incorporating ontology-based semantic descriptions with advanced data-driven algorithms, FGP 2.0 provides the capacity for both traditional annual mapping and emerging dynamic mapping. Our results illustrate that FGP 2.0 significantly improves the overall accuracy of annual maps by ~5%, and dynamic maps by ~20% compared to FGP. Moreover, an operational dynamic mapping tool has been developed on the Google Earth engine (GEE), enabling the generation of near-real-time land cover maps for any given place. With an extensible and flexible mapping framework, FGP 2.0 demonstrates the potential of customized land cover monitoring results to suit different application scenarios. This innovative approach not only meets the current demand for reliable annual and dynamic land cover maps but also sets a new benchmark for the integration of geoscientific expertise with machine learning techniques in remote sensing monitoring. Zhenrong Du, Le Yu 0001, Damien Arvor, Xiyu Li, Xin Cao 0002, Liheng Zhong, Qiang Zhao 0008, Xiaorui Ma, Hongyu Wang 0001, Mingjuan Zhang, Bing Xu 0001, Peng Gong 0002 |
IEEE Trans. Geosci. Remote. Sens. | 4 |
| 2019 | Solving the single crane scheduling problem at rail transshipment yards
Xiyu Li, Alena Otto, Erwin Pesch |
Discret. Appl. Math. | 1 |