VLDB 2026 Research / reviewers in the wild / expert
Zihan Fang 0001
dblp:273/3457-1
· DBLP profile ↗
5ranked-venue papers
4as first author
5since 2021 · last 2026
0009-0009-2151-2922ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Contribution Patterns in Open Source Software for Social Good: Dynamics, Individuals, and Impact CSCW010abstractOpen Source Software for Social Good (OSS4SG), a specialized segment within the Open Source Software (OSS) domain, is gaining increasing recognition for its focus on addressing societal challenges and delivering positive social impact. Learning about how contributors engage with OSS4SG is crucial to its sustainability, as the long-term success of these projects relies heavily on active and ongoing contributor participation. However, no study has yet examined the dynamics of contributors within OSS4SG. To fill this gap, we analyzed over 2.2 million commits made by 5,860 contributors to both OSS4SG and general OSS projects on GitHub, identifying contribution patterns and factors influencing sustained contribution to OSS4SG. We found that although OSS4SG contributors tend to show lower overall contribution intensity and shorter active lifespans, their activity during engaged periods is relatively more regular compared to contributions to general OSS. In addition, contributors from developing regions (e.g., Africa) or women are more likely to start with and continue contributing to OSS4SG, despite their overall contribution levels being lower than those of others. Based on these insights, we propose targeted strategies to increase contributions to OSS4SG projects to maximize their social impact to benefit society and harness their potential to foster broader participation in open source, ultimately enhancing the sustainability of the whole community. Zihan Fang 0001, Yueke Zhang, Thomas Zimmermann 0001, Denae Ford, Yu Huang 0015 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2026 | Investigating the Feasibility of Conducting Webcam-Based Eye-Tracking Studies in Code ComprehensionabstractResearchers in Software Engineering (SE) often use onsite screen-mounted eye-tracking experiments to investigate programmers’ visual attention patterns in various programming activities. The pandemic and the difficulty of recruiting many participants, especially those with special expertise in SE, have hastened the shift towards conducting eye-tracking studies offsite, which use integrated webcams to track participants’ gaze in natural settings. This study compares the efficacy of a webcam-based eye tracker to a research-focused screen-mounted eye tracker in code comprehension tasks. We conducted onsite experiments with 49 participants, each using both types of eye trackers simultaneously to assess the webcam-based eye tracker’s capability to capture visual patterns at general, semantic, and token levels and detect individual differences. Additionally, we conducted offsite experiments with 10 participants to supplement the findings. Our findings indicate that while the webcam-based eye tracker effectively captures programmers’ semantic comprehension, but faces challenges in accurately identifying cognitive patterns at a more detailed token level in onsite settings. Furthermore, the elevated noise observed in real-world offsite conditions significantly limits the tracker’s reliability for drawing accurate conclusions. Participants also encountered challenges with calibration and task initiation, highlighting areas for improvement in conducting webcam-based eye-tracking studies offsite in the future.This study investigates the feasibility of webcam-based eye-tracking studies in SE, offers insights to enhance the accuracy of webcam-based eye-tracking in programming potentially, and provides guidelines for future webcam-based eye-tracking study designs. Zihan Fang 0001, Robert Wallace, Zachary Karas, Toby Jia-Jun Li, Collin McMillan, Yu Huang 0015 |
IEEE Trans. Software Eng. | 1 |
| 2025 | CodeACT-R: A Cognitive Simulation Framework for Human Attention in Code ReadingabstractReading code is a fundamental activity in both software engineering and computer science education. Understanding the cognitive processes involved in reading code is crucial for identifying effective cognitive strategies, which can inform teaching methods and tooling support for developers. However, collecting large human subject eye tracking datasets, especially for programming tasks, is often costly and time-consuming, limiting its scalability and applicability. To address this issue, we present CodeACT-R, the first cognitive simulation framework tailored for code reading, based on the well-established Adaptive Control of Thought—Rational (ACT-R) architecture from cognitive science. CodeACT-R simulates how humans read code and requires only a small, manageable amount of human data to initiate the simulator design, offering a cost-effective and scalable alternative to traditional data collection methods like eye tracking.Specifically, we first collected real human visual attention data from 48 programmers reading code using eye tracking. These data were then used to develop CodeACT-R, enabling the simulation of human-like code reading behaviors. Our evaluation demonstrates that CodeACT-R is capable of simulating visual attention patterns (i.e., scanpaths) that closely resemble real-world human attention patterns, also accounting for up to 87% of observed pattern variations. Yueke Zhang, Zihan Fang 0001, J. Gregory Trafton, Daniel Levin 0001, Kevin Leach, Yu Huang 0015 |
ASE | 2 |
| 2024 | "Math is a pain!": Understanding challenges and needs of the Machine Learning community on Stack OverflowabstractStack Overflow (SO) is a widely recognized online question-and-answer platform for programming, which has also fostered a substantial community dedicated to machine learning (ML), providing a space for both novices and experts to exchange ideas and find solutions to ML-related problems. However, as a relative minority of this online programming platform, research has demonstrated lower engagement in the ML community, but it remains largely unexplored to understand what hinders the engagement and contribution from ML users' perspectives. This paper presents an empirical study based on 22 hours of semi-structured interviews and 131 survey responses with users on SO and reveals the key factors that may lead to the lower response rate and extended waiting time for ML questions on SO, which includes the unique quality requirement for posting ML questions, the discrepancy between time invested and benefits gained, the dispersed nature of the ML community across various platforms and the desired improvement for SO. Moreover, the qualitative study reveals a declining friendliness in SO's culture over time; the subsequent quantitative study corroborates that newcomers frequently encounter stress when posting and answering ML questions, even though this stress diminishes with increased experience. Additionally, we also explored the potential influence of generative AI tools (e.g., ChatGPT) on online question-and-answer platforms, specifically focusing on ML Q&A. We hope the results of this study can pave the way for enhancing the experience of ML users on online platforms, ultimately facilitating improved knowledge exchange and collaboration within the ML domain. Zihan Fang 0001, Yu Huang 0015 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | A Four-Year Study of Student Contributions to OSS vs. OSS4SG with a Lightweight InterventionabstractModern software engineering practice and training increasingly rely on Open Source Software (OSS). The recent growth in demand for professional software engineers has led to increased contributions to, and usage of, OSS. However, there is limited understanding of the factors affecting how developers, and how new or student developers in particular, decide which OSS projects to contribute to, a process critical to OSS sustainability, access, adoption, and growth. To better understand OSS contributions from the developers of tomorrow, we conducted a four-year study with 1,361 students investigating the life cycle of their contributions (from project selection to pull request acceptance). During the study, we also delivered a lightweight intervention to promote the awareness of open source projects for social good (OSS4SG), OSS projects that have positive impacts in other domains. Using both quantitative and qualitative methods, we analyze student experience reports and the pull requests they submit. Compared to general OSS projects, we find significant differences in project selection (𝑝 < 0.0001, effect size = 0.84), student motivation (𝑝 < 0.01, effect size = 0.13), and increased pull-request acceptance rates for OSS4SG contributions. We also find that our intervention correlates with increased student contributions to OSS4SG (𝑝 < 0.0001, effect size = 0.38). Finally, we analyze correlations of factors such as gender or working with a partner. Our findings may help improve the experience for new developers participating in OSS4SG and the quality of their contributions. We also hope our work helps educators, project leaders, and contributors to build a mutually-beneficial framework for the future growth of OSS4SG. Zihan Fang 0001, Madeline Endres, Thomas Zimmermann 0001, Denae Ford, Westley Weimer, Kevin Leach, Yu Huang 0015 |
ESEC/SIGSOFT FSE | 1 |