Yuanling Feng

dblp:204/4121 · also Yuan-Ling Feng · DBLP profile ↗
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9ranked-venue papers
2as first author
6since 2021 · last 2026
0009-0009-2395-6674ORCID · verified

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

Human-computer interaction and ubiquitous computing · 9 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Designing Character-Bound In-Public Companions: Interactional Insights from ACG Practices
Yijie Guo, Ruhan Wang, Yuanling Feng, Jini Tao, Zhiling Xu, Yaowen Shen, Qifei Zhou, Zhihao Yao 0004, Zhenhan Huang, Haipeng Mi
DIS3
2026 GestuProp: 3D Virtual Reality Prop Generation with Co-Speech Gestures
abstract
Virtual Reality (VR) has been widely adopted in domains such as gaming, education, and healthcare, where 3D props play a central role in enabling immersive interaction. With the advancement of generative AI, 3D props can now be created rapidly; however, little research has explored how gestures and speech can be integrated to support prop generation. To address this gap, we introduce GestuProp, a VR prop generation system driven by co-speech gestures. Building on a formative study with 30 participants, we proposed a gesture design space and developed the VR system GestuProp. We then conducted a user study with 14 participants, which showed that GestuProp demonstrates good usability and favorable user experiences, while also revealing how object categories influence gesture use and interaction. These findings highlight the potential of gesture–speech synergy to advance prop generation in VR.
Zhihao Yao 0004, Xiwen Yao, Haowei Xiong, Yuanling Feng, Qirui Sun, Yijie Guo, Haipeng Mi
CHI4
2025 Exploring the Design of LLM-based Agent in Enhancing Self-disclosure Among the Older Adults
Yijie Guo, Ruhan Wang, Zhenhan Huang, Tongtong Jin, Xiwen Yao, Yuanling Feng, Haipeng Mi
CHI6
2025 JettingPointer: Enabling Skin-to-Pointer Midair Touch Interaction on Minimal Wearables Using Integrated Airflow Haptic Cues MHCI019
abstract
We introduce JettingPointer , a skin-to-pointer interaction technique that enables accurate near-surface 2D touch input on minimal wearable devices, such as smart glasses. The core component is an airflow jet, embedded in the glasses frame, that functions as a haptic pointer by providing localized feedback to the finger skin during touch interactions performed above the frame. Users activate functions by aligning their finger phalanx with the airflow stream, guided by proprioception and a distinct point sensation. We optimized the airflow using fluid dynamics principles and characterized the required flow rate for stable tactile perception. In Study 1, we validated its perceptual clarity, confirming that a perceptible point sensation could be reliably achieved within 20 mm of the nozzle. In Study 2, participants performed eyes-free touch tasks with nearly three times greater accuracy when supported by haptic feedback (7.49 mm vs. 21.85 mm error). These findings demonstrate the potential of JettingPointer as a practical method for enabling proprioception-guided, near-surface interaction on compact wearables, with implications for expanding dense input in space-constrained form factors.
Yuanling Feng, Li-Wei Chan 0001
Proc. ACM Hum. Comput. Interact.1
2024 Co-designing the Collaborative Digital Musical Instruments for Group Music Therapy
abstract
Digital Musical Instruments (DMIs) have been integrated into group music therapy, providing therapists with alternative ways to engage in musical dialogues with their clients. However, existing DMIs used in group settings are primarily designed for individual use and often overlook the social dynamics inherent in group therapy. Recognizing the crucial role of social interaction in the effectiveness of group therapy, we argue that Collaborative Digital Musical Instruments (CDMIs), seamlessly integrating social interaction with musical expression, hold significant potential to enhance group music therapy. To better tailor CDMIs for group music therapy, we engaged in a co-design process with music therapists, designing and practicing group therapy sessions involving the prototype ComString. In the end, we reflected on the co-design case to suggest future directions for designing CDMIs in group music therapy.
Yuanling Feng, Hanxuan Li, Yuting Diao, Haipeng Mi
CHI1
2024 Learning from Hybrid Craft: Investigating and Reflecting on Innovating and Enlivening Traditional Craft through Literature Review
abstract
The key to preserving traditional crafts lies in living transmission, which is inseparable from sustaining artistic production, audience consumption, and progressive innovation with the physical media. As HCI researchers, we focus on the hybrid crafts field, which involves numerous cross-disciplinary integration cases between traditional craftsmanship and digital technology at the physical level, providing inspiration for innovating and enlivening traditional crafts. We conducted a multi-perspective review of 85 hybrid craft articles related to traditional crafts over the past decade, considering aspects such as craft categories, digital technology, target users, and research areas. Through reflection, we propose a design framework for fostering innovation and revitalizing traditional crafts. This paper aims to offer insight into the innovation and enlivenment of traditional crafts through a hybrid craft perspective while also serving as a first review of the hybrid craft field from the traditional craftsmanship perspective.
Guanhong Liu, Qingyuan Shi, Yuanling Feng, Tianyu Yu 0001, Beituo Liu, Zhijun Ma, Yuting Diao
CHI4
2020 How children interpret robots' contextual behaviors in live theatre: Gaining insights for multi-robot theatre design
abstract
Robot theatre has been gradually used in children's storytelling activities. The robotic character collaboratively exchange stories with children, react to their actions, and keep them engaged. However, the only robotic protagonist limits the richness of content and cannot fully support children's creativity. To explore a tool with multiple robotic agents to better enhance story creation activities, we designed a simulated multi-robot theatre with three similarly shaped robots. We invited 28 kids (6-12 years old) to watch the video and retell the story. We encode children's story recall and outline that robots' contextual behaviors with emotion expression are reasonably enough for children over six-years-old to understand their performance. We also found no noticeable difference in story understanding among participants. We discuss the insights for designing robots' contextual behaviors for story presentation and the considerations for implementing an accessible and feasible robot theatre creation platform.
Yuanling Feng, Haipeng Mi
RO-MAN2
2019 ThermalBracelet: Exploring Thermal Haptic Feedback Around the Wrist
abstract
Smartwatches enable the wrist to be used as an ideal location to provide always-available haptic notifications as they are constantly worn with direct contact with the skin. With the wrist straps, the haptic feedback can be extended to the full space around the wrist to provide more spatial and enriched feedback. With ThermalBracelet, we investigate thermal feedback as a haptic feedback modality around the wrist. We present three studies that lead to the development of a smartwatch-integratable thermal bracelet that stimulates six locations around the wrist. Our initial evaluation reports on the selection of the thermal module configurations. Secondly, with the selected six-module configuration, we explore its usability in a real-world scenarios such as walking and reading. Thirdly, we investigate its capability of providing spatio temporal feedback while engaged in distracting tasks. Finally we present application scenarios that demonstrates its usability.
Roshan Lalintha Peiris, Yuanling Feng, Li-Wei Chan 0001, Kouta Minamizawa
CHI2
2017 Eyewear to Make Me Smile: Can Electric Muscle Stimulation increase Happiness?
abstract
This paper suggests a demonstration to make users smile using electr ical muscle stimulation (EMS). We present our first insights in how to use an unobtr usive EMS setup to stimulate smiles and showed first findings from our entr y in this year's student innovation competition at an inter national HCI conference. We also outline our approach and follow up exper iments to potentially use this technology to improve user's mood.
Lai Yen-Chin, Yuanling Feng, Kai Kunze, Junichi Shimizu, Takuro Nakao
TEI2