VLDB 2026 Research / reviewers in the wild / expert
Allison Jing
dblp:252/9879 · also Allison K. Jing
· DBLP profile ↗
8ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0002-0418-3217ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Mapping the Landscape of Affective Extended Reality: A Scoping Review of Biodata-Driven Systems for Understanding and Sharing EmotionsabstractThis paper introduces the notion of affective extended reality (XR) to characterise XR systems that use biodata to enable understanding of emotions. The HCI literature contains many such systems, but they have not yet been mapped into a coherent whole. To address this, we conducted a scoping review of 82 papers that explore the nexus of biodata, emotions, and XR. We analyse the technologies used in these systems, the interaction techniques employed, and the methods used to evaluate their effectiveness. Through our analysis, we contribute a mapping of the current landscape of affective XR, revealing diversity in the goals for enabling emotion sharing. We demonstrate how HCI researchers have explored the design of the interaction flows in XR biofeedback systems, highlighting key design dimensions and challenges in understanding emotions. We discuss underused approaches for emotion sharing and highlight opportunities for future research on affective XR. Zhidian Lin, Allison Jing, Ziyuan Qu, Fabio Zambetta, Ryan Kelly 0001 |
CHI | 2 |
| 2026 | Do I Have Your Attention Now? Supporting Attention in Dynamic Virtual EnvironmentsabstractThere are many problem domains where users have to pay attention to a series of targets. In this article, we evaluated visual cues to support attention in dynamic situations in virtual environments. Three immersive visualizations (Emphasis, Deemphasis, Emphasis+Deemphasis) have been examined across four different attention types (sustained, alternating, divided, and selective attention) to support the user's attention on targets. Emphasis highlights targets of interest using outlines; Deemphasis removes details with masks, and Emphasis+Deemphasis combines both techniques. An experiment with 34 participants examined the cues through four scenarios that required different attention types in dynamic situations. Results indicated that while Emphasis supported significantly faster reactions in most attention types, the other two visual cues showed superiority across other measurements. Although evaluated in a virtual environment, the findings offer guidance for designing visual cues in other dynamic situations that involve different attention types. Ruochen Cao, Andrew Cunningham, Allison Jing, James A. Walsh |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | The Brain Knows What You Prefer: Using EEG to Decode AR Input Preferences
Kaining Zhang, Theophilus Teo, Eunhee Chang, Xianglin Zheng, Allison Jing, Mark Billinghurst |
CHI | 5 |
| 2024 | Superpowering Emotion Through Multimodal Cues in Collaborative VRabstractRepresenting emotion in collaborative Virtual Reality (VR) environments is an emerging topic, as VR can enable humans to express augmented emotions beyond their normal abilities. This research explores how emotion can be represented in collaborative VR beyond facial expressions. We developed a virtual system that communicates emotion using three sensory modalities (textual, auditory and visual) through two spatiotemporal representations (human-form avatar and superpower). We show real-time emotion through a natural avatar and objectify emotion states into superpower phenomena in in-situ environments for time periods. We incorporated subjective, physiological and behavioural measures to evaluate emotion in an asynchronous VR collaboration scenario. The results suggested that showing emotions through the avatar and superpower augmentations (audio-visual) provided the best immersive VR experience, where users were more aroused, and the positive emotion felt more dominating. We also found that understanding emotion requires easy and relatable visuals that people commonly acknowledge, whereas arousing emotion requires a change of environmental contexts to indicate different states. We provide design insights for using multisensory modalities in empathic VR systems to address the lack of a standardised representation of emotion in collaborative VR. Allison Jing, Theophilus Teo, Jeremy McDade, Andrei Mitrofan, Rushil Thareja, Heesook Shin, Youn-Hee Gil, Mark Billinghurst, Gun A. Lee |
ISMAR | 1 |
| 2023 | How Visualising Emotions Affects Interpersonal Trust and Task Collaboration in a Shared Virtual SpaceabstractEmotion is dynamic. Changes in emotion can be hard to process during face-to-face interaction, yet transferring them into a shared virtual space becomes more challenging. This research first explores nine visual representations to amplify emotions in a virtual space, leading to a bi-directional emotion-sharing system (FeelMoji i/o). The second study investigates the effect of explicit emotion-sharing in interpersonal trust and task collaboration through three conditions - verbal only, verbal+positive visual, and verbal+honest visual using FeelMoji through the proposal of a framework of four factors (usability, integrity, behaviour, and collaboration). The results indicate that FeelMoji yields frequent emotion consensus as task milestones and positive interdependent behaviours between collaborators, which help develop conversations, affirm decision-making, and build familiarity and trust between strangers. Moreover, we discuss how our study can inspire future investigation in human-AI agent behaviours and large-scale multi-user virtual environments. Allison Jing, Michael Frederick, Monica Sewell, Amy Karlson, Brian Simpson, Missie Smith |
ISMAR | 1 |
| 2022 | Comparing Gaze-Supported Modalities with Empathic Mixed Reality Interfaces in Remote CollaborationabstractIn this paper, we share real-time collaborative gaze behaviours, hand pointing, gesturing, and heart rate visualisations between remote collaborators using a live 360 ° panoramic-video based Mixed Reality (MR) system. We first ran a pilot study to explore visual designs to combine communication cues with biofeedback (heart rate), aiming to understand user perceptions of empathic collaboration. We then conducted a formal study to investigate the effect of modality (Gaze+Hand, Hand-only) and interface (Near-Gaze, Embodied). The results show that the Gaze+Hand modality in a Near-Gaze interface is significantly better at reducing task load, improving co-presence, enhancing understanding and tightening collaborative behaviours compared to the conventional Embodied hand-only experience. Ranked as the most preferred condition, the Gaze+Hand in Near-Gaze condition is perceived to reduce the need for dividing attention to the collaborator’s physical location, although it feels slightly less natural compared to the embodied visualisations. In addition, the Gaze+Hand conditions also led to more joint attention and less hand pointing to align mutual understanding. Lastly, we provide a design guideline to summarize what we have learned from the studies on the representation between modality, interface, and biofeedback. Allison Jing, Kunal Gupta, Jeremy McDade, Gun A. Lee, Mark Billinghurst |
ISMAR | 1 |
| 2022 | Using Speech to Visualise Shared Gaze Cues in MR Remote CollaborationabstractIn this paper, we present a 360° panoramic Mixed Reality (MR) sys-tem that visualises shared gaze cues using contextual speech input to improve task coordination. We conducted two studies to evaluate the design of the MR gaze-speech interface exploring the combinations of visualisation style and context control level. Findings from the first study suggest that an explicit visual form that directly connects the collaborators’ shared gaze to the contextual conversation is preferred. The second study indicates that the gaze-speech modality shortens the coordination time to attend to the shared interest, making the communication more natural and the collaboration more effective. Qualitative feedback also suggest that having a constant joint gaze indicator provides a consistent bi-directional view while establishing a sense of co-presence during task collaboration. We discuss the implications for the design of collaborative MR systems and directions for future research. Allison Jing, Gun A. Lee, Mark Billinghurst |
VR | 1 |
| 2022 | The Impact of Sharing Gaze Behaviours in Collaborative Mixed RealityabstractIn a remote collaboration involving a physical task, visualising gaze behaviours may compensate for other unavailable communication channels. In this paper, we report on a 360° panoramic Mixed Reality (MR) remote collaboration system that shares gaze behaviour visualisations between a local user in Augmented Reality and a remote collaborator in Virtual Reality. We conducted two user studies to evaluate the design of MR gaze interfaces and the effect of gaze behaviour (on/off) and gaze style (bi-/uni-directional). The results indicate that gaze visualisations amplify meaningful joint attention and improve co-presence compared to a no gaze condition. Gaze behaviour visualisations enable communication to be less verbally complex therefore lowering collaborators' cognitive load while improving mutual understanding. Users felt that bi-directional behaviour visualisation, showing both collaborator's gaze state, was the preferred condition since it enabled easy identification of shared interests and task progress. Allison Jing, Kieran William May, Brandon J. Matthews, Gun A. Lee, Mark Billinghurst |
Proc. ACM Hum. Comput. Interact. | 1 |