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Hao Ni 0003

dblp:25/9101-3 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-3051-7062ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
Learning and educational technologies · 77% Wearable and physiological sensing · 23%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
visual analytics
1.012026
COIVis: Eye-Tracking-Based Visual Exploration of Concept Learning in MOOC Videos · IEEE Trans. Vis. Comput. Graph. 2026
Learning and educational technologies › learning analytics
MOOC analytics
1.012026
COIVis: Eye-Tracking-Based Visual Exploration of Concept Learning in MOOC Videos · IEEE Trans. Vis. Comput. Graph. 2026
Wearable and physiological sensing
eye tracking
0.312026
COIVis: Eye-Tracking-Based Visual Exploration of Concept Learning in MOOC Videos · IEEE Trans. Vis. Comput. Graph. 2026

Methods — techniques the papers use, named apart from their topics

multimodal video processing · 2.0gaze trajectory analysis · 2.0eye tracking · 2.0
YearPublicationVenuePosition
2026 COIVis: Eye-Tracking-Based Visual Exploration of Concept Learning in MOOC Videos
abstract
Massive Open Online Courses (MOOCs) make high-quality instruction accessible. However, the lack of face-to-face interaction makes it difficult for instructors to obtain feedback on learners' performance and provide more effective instructional guidance. Traditional analytical approaches, such as clickstream logs or quiz scores, capture only coarse-grained learning outcomes and offer limited insight into learners' moment-to-moment cognitive states. In this study, we propose COIVis, an eye-tracking-based visual analytics system that supports concept-level exploration of learning processes in MOOC videos. COIVis first extracts course concepts from multimodal video content and aligns them with the temporal structure and screen space of the lecture, defining Concepts of Interest (COIs), which anchor abstract concepts to specific spatiotemporal regions. Learners' gaze trajectories are transformed into COI sequences, and five interpretable learner-state features-Attention, Cognitive Load, Interest, Preference, and Synchronicity-are computed at the COI level based on eye tracking metrics. Building on these representations, COIVis provides a narrative, multi-view visualization enabling instructors to move from cohort-level overviews to individual learning paths, quickly locate problematic concepts, and compare diverse learning strategies. We evaluate COIVis through two case studies and in-depth user-feedback interviews. The results demonstrate that COIVis effectively provides instructors with valuable insights into the consistency and anomalies of learners' learning patterns, thereby supporting timely and personalized interventions for learners and optimizing instructional design.
Zhiguang Zhou, Yuming Ma, Hao Ni 0003, Yigang Wang, Yong Wang 0021
IEEE Trans. Vis. Comput. Graph.4
2021 The Effects of Initial-Terminal Position on Pointing Task for Touch-Screen Tablet
abstract
Previous studies have used the Fitts’ Law to predict the performance of pointing task on touch screens. It was found that moving distance, target width, and the direction of motion would affect the task performance. The present research aimed to investigate the impact of the initial and terminal positions (ITPs) on pointing performance in two Exps. ITPs were divided into two categories: center of a screen and outer of a screen (center ↔ outer) pointing, and outer of a screen to outer of a screen (outer→outer) pointing. In Exp 1, 30 participants performed the center ↔ outer pointing tasks with 8 directions. The results showed that the outer → center movement was significantly faster than the center → outer at 45°, 90°, and 180°. In Exp 2, 30 participants performed the outer → outer pointing tasks with eight directions. The current study revealed that the ITPs influenced the performance of the pointing task, possibly due to human biomechanical characteristics associated with different movements.
Xianliang Ge, Jie Xu 0011, Wanwan Zheng, Hao Ni 0003, Liezhong Ge, Huagen Wan
Int. J. Hum. Comput. Interact.4