VLDB 2026 Research / reviewers in the wild / expert
He Zhang 0033
dblp:24/2058-33
· DBLP profile ↗
8ranked-venue papers
4as first author
8since 2021 · last 2026
0000-0002-8169-1653ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Understanding Parents' Perspectives on Responsible AI for Children's Self-Directed LearningabstractGenerative AI is increasingly present in children’s learning environments, yet little is known about how families navigate this technology in middle childhood (ages 7–13), when parental guidance remains strong but children seek independence. Drawing on self-directed learning (SDL), we explore how parents in our exploratory sample perceived children’s emerging self-directness and agency. Through focus groups with 13 parent–child pairs, we examine parents’ views on children’s AI literacy development, readiness factors, and mediation strategies. Parents described emergent pathways shaped by screen time, self-directness, and knowledge growth. They often confined AI to learning-only contexts, positioning it as a tutor while overlooking non-learning uses and risks such as privacy and infrastructural embedding. Many acknowledged limited AI literacy and turned to joint engagement as opportunities for co-learning. Our findings surface possible parental pathways of children’s AI literacy, highlight gaps between pragmatic expectations and critical literacies, and offer situated design considerations for AI systems that scaffold SDL while balancing oversight with autonomy. Jingyi Xie 0001, Chuhao Wu, Ge Wang 0004, Rui Yu 0002, He Zhang 0033, Ronald A. Metoyer, Si Chen 0006 |
CHI | 5 |
| 2026 | VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress RegulationabstractWhile Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm Plus, a multimodal system that integrates a pressure-sensitive plush toy into an interactive VR environment. This interface allows users to dynamically modulate the virtual atmosphere through physical squeezing actions, fostering a deeper sense of embodied relaxation. We evaluated the system with 40 participants using PANAS-X surveys, subjective questionnaires, physiological measures (heart rate, skin conductance, pulse rate variability), and semi-structured interviews. Results demonstrate that, compared to a visual-only baseline, squeeze-based interaction significantly enhances positive affect and perceived relaxation. Physiological data further revealed a state of “active relaxation”, characterized by greater reductions in heart rate and preserved autonomic flexibility (PRV), alongside sustained emotional engagement (GSR). Our findings highlight the value of coupling tangible input with immersive environments to support emotional well-being and offer design insights for future VR-based mental health tools. He Zhang 0033, Xinyi Fu 0003 |
CHI | 1 |
| 2026 | Comparative Analysis of Human vs. AI-powered Support in VRChat Communities on Discord: User Engagement, Response Dynamics and Interaction PatternsabstractThe integration of AI-driven support systems within online communities has opened new avenues for enhancing user engagement and support efficiency in recent years. This study investigates the differences in user interactions and engagement within two distinct support channels on the VRChat Discord server: “user support,” where human users provide assistance to peers, and “AI support,” where an AI chatbot addresses user queries. By analyzing user engagement, response dynamics, and interaction patterns across these channels, we uncover different usage patterns and user attitudes toward each approach. Our research employs both quantitative and qualitative methods to explore the trends in the VRChat community when using AI and user support, highlighting the unique advantages and limitations of AI-driven support compared to traditional human assistance. The findings offer valuable insights into optimizing AI and human support systems, aiming to foster more effective support strategies and create more engaging online communities. He Zhang 0033, Bumjin Kim, John M. Carroll 0001, Jie Cai 0003 |
IMX | 1 |
| 2025 | Beyond Visual Perception: Insights from Smartphone Interaction of Visually Impaired Users with Large Multimodal ModelsabstractLarge multimodal models (LMMs) have enabled new AI-powered applications that help people with visual impairments (PVI) receive natural language descriptions of their surroundings through audible text. We investigated how this emerging paradigm of visual assistance transforms how PVI perform and manage their daily tasks. Moving beyond basic usability assessments, we examined both the capabilities and limitations of LMM-based tools in personal and social contexts, while exploring design implications for their future development. Through interviews with 14 visually impaired users and analysis of image descriptions from both participants and social media using Be My AI (an LMM-based application), we identified two key limitations. First, these systems' context awareness suffers from hallucinations and misinterpretations of social contexts, styles, and human identities. Second, their intent-oriented capabilities often fail to grasp and act on users' intentions. Based on these findings, we propose design strategies for improving both human-AI and AI-AI interactions, contributing to the development of more effective, interactive, and personalized assistive technologies. Jingyi Xie 0001, Rui Yu 0002, He Zhang 0033, Syed Masum Billah, Sooyeon Lee, John M. Carroll 0001 |
CHI | 3 |
| 2024 | Third-Party Developers and Tool Development For Community Management on Live Streaming Platform TwitchabstractCommunity management is critical for stakeholders to collaboratively build and sustain communities with socio-technical support. However, most of the existing research has mainly focused on the community members and the platform, with little attention given to the developers who act as intermediaries between the platform and community members and develop tools to support community management. This study focuses on third-party developers (TPDs) for the live streaming platform Twitch and explores their tool development practices. Using a mixed method with in-depth qualitative analysis, we found that TPDs maintain complex relationships with different stakeholders (streamers, viewers, platform, professional developers), and the multi-layered policy restricts their agency regarding idea innovation and tool development. We argue that HCI research should shift its focus from tool users to tool developers with regard to community management. We propose designs to support closer collaboration between TPDS and the platform and professional developers and streamline TPDs’ development process with unified toolkits and policy documentation. Jie Cai 0003, Ya-Fang Lin, He Zhang 0033, John M. Carroll 0001 |
CHI | 3 |
| 2024 | BubbleCam: Engaging Privacy in Remote Sighted AssistanceabstractRemote sighted assistance (RSA) offers prosthetic support to people with visual impairments (PVI) through image- or video-based conversations with remote sighted assistants. While useful, RSA services introduce privacy concerns, as PVI may reveal private visual content inadvertently. Solutions have emerged to address these concerns on image-based asynchronous RSA, but exploration into solutions for video-based synchronous RSA remains limited. In this study, we developed BubbleCam, a high-fidelity prototype allowing PVI to conceal objects beyond a certain distance during RSA, granting them privacy control. Through an exploratory field study with 24 participants, we found that 22 appreciated the privacy enhancements offered by BubbleCam. The users gained autonomy, reducing embarrassment by concealing private items, messy areas, or bystanders, while assistants could avoid irrelevant content. Importantly, BubbleCam maintained RSA’s primary function without compromising privacy. Our study highlighted a cooperative approach to privacy preservation, transitioning the traditionally individual task of maintaining privacy into an interactive, engaging privacy preserving experience. Jingyi Xie 0001, Rui Yu 0002, He Zhang 0033, Sooyeon Lee, Syed Masum Billah, John M. Carroll 0001 |
CHI | 3 |
| 2024 | VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive GamesabstractUnderstanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an essential role in immersive game development, scene development, and next-generation virtual human-computer interaction applications. In this article, we used VR horror games as a medium to analyze fear emotions by collecting multi-modal data (posture, audio, and physiological signals) from 23 players. We used an LSTM-based model to predict fear with accuracies of 65.31% and 90.47% under 6-level classification (no fear and five different levels of fear) and 2-level classification (no fear and fear), respectively. We constructed a multi-modal natural behavior dataset of immersive human fear responses (VRMN-bD) and compared it with existing relevant advanced datasets. The results show that our dataset has fewer limitations in terms of collection method, data scale and audience scope. We are unique and advanced in targeting multi-modal datasets of fear and behavior in VR stand-up interactive environments. Moreover, we discussed the implications of this work for communities and applications. The dataset and pre-trained model are available at https://github.com/KindOPSTAR/VRMN-bD. He Zhang 0033, Yuanxi Sun, Xinyi Fu 0003, Christine Qiu, John M. Carroll 0001 |
VR | 1 |
| 2024 | Understanding Fear Responses and Coping Mechanisms in VR Horror Gaming: Insights From Semistructured InterviewsabstractVirtual Reality (VR) has the capacity to offer unparalleled immersive experiences, particularly in the domain of horror gaming. However, creating both practical and enjoyable VR applications necessitates a nuanced understanding of user emotions and behaviors. To fill this gap, we conducted semi-structured interviews with 25 participants who engaged in VR horror games, specifically exploring their emotional responses to fear-inducing stimuli and their coping strategies. The results revealed the motivations behind users' behaviors in response to different types of fear, highlighting the need to understand and manage negative emotions in VR environments, and provides insights into user needs and design methodologies in VR horror games. He Zhang 0033, Xinyi Fu 0003, Christine Qiu, Jiyuan Zhang 0007, John M. Carroll 0001 |
IEEE Trans. Games | 1 |