VLDB 2026 Research / reviewers in the wild / expert
Jason Situ
dblp:227/7977
· DBLP profile ↗
6ranked-venue papers
0as first author
5since 2021 · last 2026
0009-0009-3385-871XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Empowered XR through Generative AI: Balancing Superpowers and RisksabstractThe integration of generative AI with Extended Reality (XR) technologies has unlocked unprecedented capabilities, empowering users with enhanced cognitive, sensory, and environmental control – effectively enabling "superpowers" in immersive digital spaces. This paper explores both the benefits and potential risks. We make two contributions: (i) a synthesized taxonomy of LLM-enabled XR superpowers and their associated risks, and (ii) a set of design guidelines and a forward research agenda derived from that synthesis. We conduct a multi-phase analysis of 135 recent advancements and studies in the field to examine the superpowers granted by these technologies, alongside their associated risks. We categorize the superpowers into internal (cognitive and sensory enhancements) and external (environmental and social manipulations), illustrating how they amplify human abilities in domains such as healthcare, education, and professional training. We then analyze the risks specific to each superpower, revealing critical vulnerabilities in user autonomy, data security, and ethical transparency. This research aims to guide stakeholders in harnessing the potential of XR while mitigating the socio-technical risks of this emerging landscape. Yiliu Tang, Mengke Wu, Jason Situ, Andrea Yaoyun Cui, Yun Huang 0003 |
CHI | 3 |
| 2025 | LLM Integration in Extended Reality: A Comprehensive Review of Current Trends, Challenges, and Future Perspectives
Yiliu Tang, Jason Situ, Andrea Yaoyun Cui, Mengke Wu, Yun Huang 0003 |
CHI | 2 |
| 2025 | Inclusive Emotion Technologies: Addressing the Needs of d/Deaf and Hard of Hearing Learners in Video-Based LearningabstractAccessibility efforts for d/Deaf and hard of hearing (DHH) learners in video-based learning have mainly focused on captions and interpreters, with limited attention to learners' emotional awareness--an important yet challenging skill for effective learning. Current emotion technologies are designed to support learners' emotional awareness and social needs; however, little is known about whether and how DHH learners could benefit from these technologies. Our study explores how DHH learners perceive and use emotion data from two collection approaches, self-reported and automatic emotion recognition (AER), in video-based learning. By comparing the use of these technologies between DHH (N=20) and hearing learners (N=20), we identified key differences in their usage and perceptions: 1) DHH learners enhanced their emotional awareness by rewatching the video to self-report their emotions and called for alternative methods for self-reporting emotion, such as using sign language or expressive emoji designs; and 2) while the AER technology could be useful for detecting emotional patterns in learning experiences, DHH learners expressed more concerns about the accuracy and intrusiveness of the AER data. Our findings provide novel design implications for improving the inclusiveness of emotion technologies to support DHH learners, such as leveraging DHH peer learners' emotions to elicit reflections. Si Chen 0006, Jason Situ, Haocong Cheng, Suzy Su, Desirée Kirst, Lu Ming, Qi Wang 0088, Lawrence Angrave, Yun Huang 0003 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Towards Inclusive Video Commenting: Introducing Signmaku for the Deaf and Hard-of-HearingabstractPrevious research underscored the potential of danmaku–a text-based commenting feature on videos–in engaging hearing audiences. Yet, for many Deaf and hard-of-hearing (DHH) individuals, American Sign Language (ASL) takes precedence over English. To improve inclusivity, we introduce “Signmaku,” a new commenting mechanism that uses ASL, serving as a sign language counterpart to danmaku. Through a need-finding study (N=12) and a within-subject experiment (N=20), we evaluated three design styles: real human faces, cartoon-like figures, and robotic representations. The results showed that cartoon-like signmaku not only entertained but also encouraged participants to create and share ASL comments, with fewer privacy concerns compared to the other designs. Conversely, the robotic representations faced challenges in accurately depicting hand movements and facial expressions, resulting in higher cognitive demands on users. Signmaku featuring real human faces elicited the lowest cognitive load and was the most comprehensible among all three types. Our findings offered novel design implications for leveraging generative AI to create signmaku comments, enriching co-learning experiences for DHH individuals. Si Chen 0006, Haocong Cheng, Jason Situ, Desirée Kirst, Suzy Su, Saumya Malhotra, Lawrence Angrave, Qi Wang 0088, Yun Huang 0003 |
CHI | 3 |
| 2023 | MirrorUs: Mirroring Peers' Affective Cues to Promote Learner's Meta-Cognition in Video-based LearningabstractLearners' awareness of their own affective states (emotions) can improve their meta-cognition, which is a critical skill of being aware of and controlling one's cognitive, motivational, and affect, and adjusting their learning strategies and behaviors accordingly. To investigate the effect of peers' affects on learners' meta-cognition, we proposed two types of cues that aggregated peers' affects that were recognized via facial expression recognition:Locative cues (displaying the spikes of peers' emotions along a video timeline) andTemporal cues (showing the positivities of peers' emotions at different segments of a video). We conducted a between-subject experiment with 42 college students through the use of think-aloud protocols, interviews, and surveys. Our results showed that the two types of cues improved participants' meta-cognition differently. For example, interacting with theTemporal cues triggered the participants to compare their own affective responses with their peers and reflect more on why and how they had different emotions with the same video content. While the participants perceived the benefits of using AI-generated peers' cues to improve their awareness of their own learning affects, they also sought more explanations from their peers to understand the AI-generated results. Our findings not only provide novel design implications for promoting learners' meta-cognition with privacy-preserved social cues of peers' learning affects, but also suggest an expanded design framework for Explainable AI (XAI). Si Chen 0006, Jason Situ, Haocong Cheng, Desirée Kirst, Yun Huang 0003 |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2018 | Learning Design Semantics for Mobile AppsabstractRecently, researchers have developed black-box approaches to mine design and interaction data from mobile apps. Although the data captured during this interaction mining is descriptive, it does not expose the design semantics of UIs: what elements on the screen mean and how they are used. This paper introduces an automatic approach for generating semantic annotations for mobile app UIs. Through an iterative open coding of 73k UI elements and 720 screens, we contribute a lexical database of 25 types of UI components, 197 text button concepts, and 135 icon classes shared across apps. We use this labeled data to learn code-based patterns to detect UI components and to train a convolutional neural network that distinguishes between icon classes with 94% accuracy. To demonstrate the efficacy of our approach at scale, we compute semantic annotations for the 72k unique UIs in the Rico dataset, assigning labels for 78% of the total visible, non-redundant elements. Thomas F. Liu, Mark Craft, Jason Situ, Ersin Yumer, Radomír Mech, Ranjitha Kumar |
UIST | 3 |