VLDB 2026 Research / reviewers in the wild / expert
Joey Huang
dblp:176/7847
· DBLP profile ↗
6ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0003-4362-326XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Designing Looms as Kits for Collaborative Assembly
Samantha Speer, Nickolina Yankova, Joey Huang, Carolyn P. Rosé, Kylie Peppler, James McCann, Melisa Orta Martinez |
UIST | 3 |
| 2023 | LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of ThingsabstractThe rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various interconnected IoT components. These interactions are contextualized within their ambient environment, thus impeding educators from recreating authentic tasks for hands-on IoT learning. We propose LearnIoTVR, an end-to-end virtual reality (VR) learning environment which helps students to acquire IoT knowledge through immersive design, programming, and exploration of real-world environments empowered by IoT (e.g., a smart house). The students start the learning process by installing virtual IoT components we created in different locations inside the VR environment so that the learning will be situated in the same context where the IoT is applied. With our custom-designed 3D block-based language, students can program IoT behaviors directly within VR and get immediate feedback on their programming outcome. In the user study, we evaluated the learning outcomes among students using LearnIoTVR with a pre- and post-test to understand to what extent does engagement in LearnIoTVR lead to gains in learning programming skills and IoT competencies. Additionally, we examined what aspects of LearnIoTVR support usability and learning of programming skills compared to a traditional desktop-based learning environment. The results from these studies were promising. We also acquired insightful user feedback which provides inspiration for further expansions of this system. Zhengzhe Zhu, Ziyi Liu 0004, Youyou Zhang, Joey Huang, Ana M. Villanueva, Xun Qian, Kylie Peppler, Karthik Ramani |
CHI | 5 |
| 2023 | SPEERLoom: An Open-Source Loom Kit for Interdisciplinary Engagement in Math, Engineering, and TextilesabstractWeaving is a fabrication process that is grounded in mathematics and engineering: from the binary, matrix-like nature of the pattern drafts weavers have used for centuries, to the punch card programming of the first Jacquard looms. This intersection of disciplines provides an opportunity to ground abstract mathematical concepts in a concrete and embodied art, viewing this textile art through the lens of engineering. Currently, available looms are not optimized to take advantage of this opportunity to increase mathematics learning by providing hands-on interdisciplinary learning in collegiate classrooms. In this work, we present SPEERLoom: an open-source, robotic Jacquard loom kit designed to be a tool for interweaving cloth fabrication, mathematics, and engineering to support interdisciplinary learning in the classroom. We discuss the design requirements and subsequent design of SPEERLoom. We also present the results of a pilot study in a post-secondary class finding that SPEERLoom supports hands-on, interdisciplinary learning of math, engineering, and textiles. Samantha Speer, Ana P. Garcia-Alonzo, Joey Huang, Nickolina Yankova, Carolyn P. Rosé, Kylie Peppler, James McCann, Melisa Orta Martinez |
UIST | 3 |
| 2022 | Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable TrainingabstractThe US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at transforming state-of-the-art-welding simulations and in-person instruction into a widely accessible and engaging platform. We applied backward design principles to design a low-cost welding simulator in the form of modularized units through active consulting with welding training experts. Using a minimum viable prototype, we conducted a user study with 24 novices to test the system’s usability. Our findings show (1) greater effectiveness of the system in transferring skills to real-world environments as compared to accessible video-based alternatives and, (2) the visuo-haptic guidance during virtual welding enhances performance and provides a realistic learning experience to users. Using the solution, we expect inexperienced users to achieve competencies faster and be better prepared to enter actual work environments. Ananya Ipsita, Levi Erickson, Yangzi Dong, Joey Huang, Alexa Bushinski, Sraven Saradhi, Ana M. Villanueva, Kylie Peppler, Thomas Redick, Karthik Ramani |
CHI | 4 |
| 2021 | RobotAR: An Augmented Reality Compatible Teleconsulting Robotics Toolkit for Augmented Makerspace ExperiencesabstractDistance learning is facing a critical moment finding a balance between high quality education for remote students and engaging them in hands-on learning. This is particularly relevant for project-based classrooms and makerspaces, which typically require extensive trouble-shooting and example demonstrations from instructors. We present RobotAR, a teleconsulting robotics toolkit for creating Augmented Reality (AR) makerspaces. We present the hardware and software for an AR-compatible robot, which behaves as a student’s voice assistant and can be embodied by the instructor for teleconsultation. As a desktop-based teleconsulting agent, the instructor has control of the robot’s joints and position to better focus on areas of interest inside the workspace. Similarly, the instructor has access to the student’s virtual environment and the capability to create AR content to aid the student with problem-solving. We also performed a user study which compares current techniques for distance hands-on learning and an implementation of our toolkit. Ana M. Villanueva, Ziyi Liu 0004, Zhengzhe Zhu, Joey Huang, Kylie Peppler, Karthik Ramani |
CHI | 5 |
| 2019 | Studying Computational Thinking through Collaborative Design ActivitiesabstractPrevious studies have focused on examining individuals’ computational thinking (CT) practices in varied learning contexts. This study aims to expand the current framework of CT by investigating how CT is practiced through collaborative design activities with Scratch. Using a mixed methods design, including video-recorded class observations, artificat analysis, this microethnographic study proposes collaborative CT by examining students’ interactions and learning processes in a middle school classroom. By identifying the patterns of CT practices which emerged through collaborative design activities, this study informs how CT is socially practiced in small groups. Joey Huang |
ICCE | 1 |