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Yingna Wang

dblp:291/9520 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Immersive interaction · 32% Learning and educational technologies · 25% Accessibility and assistive technology · 22%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
skill training
0.912025
Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement · CHI 2025
Immersive interaction
virtual reality
0.912025
Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement · CHI 2025
Interaction techniques and input
gesture input
0.812024
Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR · CHI 2024
Accessibility and assistive technology
motor impairments
0.812024
Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR · CHI 2024
Immersive interaction
virtual reality interaction
0.212024
Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR · CHI 2024

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

design study · 0.9case study · 0.9
YearPublicationVenuePosition
2026 Facilitating Inter-Generational Communication Through Virtual Reality: An Investigation of a Culturally Significant Topic (Xiqu)
abstract
Inter-generational communication enhances mutual understanding and family connections. In China, traditional Chinese opera (Xiqu) serves as a culturally rich topic that provides common ground, fostering meaningful conversations across generations. However, traditional verbal discussion falls short in bridging the cultural and knowledge gaps, thereby failing to convey the full charm of Xiqu and hindering effective inter-generational Xiqu communication. To address this challenge, this study investigates the potential of Virtual Reality (VR) to bridge these generational divides. Using a mixed-methods approach, we developed and evaluated XiquVR to facilitate inter-generational Xiqu communication. Key findings show that XiquVR transforms one-sided storytelling into collaborative activities, visualizes abstract narratives to bridge generational gaps, and facilitates bidirectional exchanges through AI-assisted knowledge sharing. Furthermore, we propose design implications for developing VR applications centered on culturally significant topics to facilitate inter-generational communication.
Xiaoying Wei, Fangtao Zhao, Yingna Wang, Zeyu Xiong, Mingming Fan 0001
IEEE Trans. Vis. Comput. Graph.3
2025 Facilitating Daily Practice in Intangible Cultural Heritage through Virtual Reality: A Case Study of Traditional Chinese Flower Arrangement
abstract
The essence of intangible cultural heritage (ICH) lies in the living knowledge and skills passed down through generations. Daily practice plays a vital role in revitalizing ICH by fostering continuous learning and improvement. However, limited resources and accessibility pose significant challenges to sustaining such practice. Virtual reality (VR) has shown promise in supporting extensive skill training. Unlike technical skill training, ICH daily practice prioritizes cultivating a deeper understanding of cultural meanings and values. This study explores VR's potential in facilitating ICH daily practice through a case study of Traditional Chinese Flower Arrangement (TCFA). By investigating TCFA learners' challenges and expectations, we designed and evaluated FloraJing, a VR system enriched with cultural elements to support sustained TCFA practice. Findings reveal that FloraJing promotes progressive reflection, and continuous enhances technical improvement and cultural understanding. We further propose design implications for VR applications aimed at fostering ICH daily practice in both knowledge and skills.
Yingna Wang, Qingqin Liu, Xiaoying Wei, Mingming Fan 0001
CHI1
2024 Designing Upper-Body Gesture Interaction with and for People with Spinal Muscular Atrophy in VR
abstract
Recent research proposed gaze-assisted gestures to enhance interaction within virtual reality (VR), providing opportunities for people with motor impairments to experience VR. Compared to people with other motor impairments, those with Spinal Muscular Atrophy (SMA) exhibit enhanced distal limb mobility, providing them with more design space. However, it remains unknown what gaze-assisted upper-body gestures people with SMA would want and be able to perform. We conducted an elicitation study in which 12 VR-experienced people with SMA designed upper-body gestures for 26 VR commands, and collected 312 user-defined gestures. Participants predominantly favored creating gestures with their hands. The type of tasks and participants’ abilities influence their choice of body parts for gesture design. Participants tended to enhance their body involvement and preferred gestures that required minimal physical effort, and were aesthetically pleasing. Our research will contribute to creating better gesture-based input methods for people with motor impairments to interact with VR.
Jingze Tian, Yingna Wang, Keye Yu, Liyi Xu, Junan Xie, Franklin Mingzhe Li, Yafeng Niu, Mingming Fan 0001
CHI2